{"links":{},"id":221492,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00221492","sets":["6504:11035:11040"]},"path":["11040"],"owner":"44499","recid":"221492","title":["アクションゲームの緊張感が面白さに与える影響の分析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-02-17"},"_buckets":{"deposit":"f24ca9d6-0b25-4391-91d0-aefb8c5765d7"},"_deposit":{"id":"221492","pid":{"type":"depid","value":"221492","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"アクションゲームの緊張感が面白さに与える影響の分析","author_link":["579930","579931"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"アクションゲームの緊張感が面白さに与える影響の分析"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2022-02-17","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"電通大"},{"subitem_text_value":"電通大"}]},"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/221492/files/IPSJ-Z84-7ZD-01.pdf","label":"IPSJ-Z84-7ZD-01.pdf"},"date":[{"dateType":"Available","dateValue":"2022-10-22"}],"format":"application/pdf","filename":"IPSJ-Z84-7ZD-01.pdf","filesize":[{"value":"420.1 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"9b171b90-75a9-4ad0-a51c-ab9209dba229","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"岡村, 優作"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"赤池, 英夫"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究では、生体的なデータからゲームの面白さを定量的に表す指標を提案する。チクセントミハイは、面白さを感じている状態の1つとしてフロー状態を提唱した。しかし、具体的にどのようにすればフロー状態になれるか、つまり面白さを感じるかということについては明らかになっていない部分が多い。そこで、我々の身近で面白さと密接な関係にあるゲームを題材に、どのような要素が面白さに影響を与えるか調査する。本研究ではゲームの面白さを構成する要素の1つは緊張感であると仮定し、緊張感が実際に面白さに影響するのか定量的に解析する。緊張している状態をストレス下に置かれているものとみなして調査を行う。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"66","bibliographic_titles":[{"bibliographic_title":"第84回全国大会講演論文集"}],"bibliographicPageStart":"65","bibliographicIssueDates":{"bibliographicIssueDate":"2022-02-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:21:29.628209+00:00","updated":"2025-01-19T14:08:17.309755+00:00"}