{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00218352","sets":["1164:5336:10887:10945"]},"path":["10945"],"owner":"44499","recid":"218352","title":["ロボットを用いたレクリエーション援助がプレイヤのモチベーションに与える影響の調査"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-06-09"},"_buckets":{"deposit":"af8db87f-5d97-4bc8-a504-71adbf833cc8"},"_deposit":{"id":"218352","pid":{"type":"depid","value":"218352","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ロボットを用いたレクリエーション援助がプレイヤのモチベーションに与える影響の調査","author_link":["567669","567668"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ロボットを用いたレクリエーション援助がプレイヤのモチベーションに与える影響の調査"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"行動変容・モチベーション","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2022-06-09","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"現在,京都産業大学"},{"subitem_text_value":"現在,京都産業大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Presently with Kyoto Sangyo University","subitem_text_language":"en"},{"subitem_text_value":"Presently with Kyoto Sangyo University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/218352/files/IPSJ-EC22064027.pdf","label":"IPSJ-EC22064027.pdf"},"date":[{"dateType":"Available","dateValue":"2024-06-09"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC22064027.pdf","filesize":[{"value":"4.7 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"bdc60a15-1d51-4634-b9d6-39e5a518277f","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"御手洗, 彰"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"棟方, 渚"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8914","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"COVID-19 は,我々の就業・修学形態に大きな影響を与え,大人はテレワーク,子供は自宅での学習を余儀なくされ,家族が自宅で過ごす時間が大幅に増加した.実際に家庭内で行えるレクリエーションの需要が高まり,多種多様なオンラインコンテンツが提供されている.レクリエーションは動画視聴などの受動的なコンテンツに加え,主体的・能動的なコンテンツが豊富で,伝承遊び(おにごっこ,かくれんぼ,など)やエクササイズ(ヨガ,体操)など幅広い種類の活動が存在する.このようなレクリエーション活動では,「援助者」が重要な役割を持つ.援助者は個々人に適した活動を提供し,目的を達成させるための支援を行う.レクリエーションの参加者の心身の状態を理解して参加者同士の交流を促すなど重要な役割を持つが,家庭内のレクリエーションにて援助者を用意することは難しい.そこで,本研究では家庭内でのレクリエーションの援助役としてヒューマノイドロボットを使用することで,主体的で能動的なコンテンツの提供を試み,コンテンツ体験におけるエンタテインメント性の向上やユーザ間のコミュニケーションの活性化を試みる.具体的には,「だるまさんがころんだ」をベースとしたゲームコンテンツを開発し,ロボットの援助役としての介入によって,プレイヤ間のコミュニケーションの活性効果やエンタテインメント性に及ぼす影響を調査する実験を行った.結果として,ロボットの介入によってエンタテインメント性における「感情の動き」「競争の促し」の効果を示したことが確認できた.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","bibliographic_titles":[{"bibliographic_title":"研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-06-09","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"27","bibliographicVolumeNumber":"2022-EC-64"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":218352,"updated":"2025-01-19T15:10:46.710409+00:00","links":{},"created":"2025-01-19T01:18:45.277612+00:00"}