{"created":"2025-01-19T01:29:17.715947+00:00","updated":"2025-01-19T11:22:58.267740+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00229872","sets":["6504:11436:11440"]},"path":["11440"],"owner":"44499","recid":"229872","title":["ゲームによる認知予備能研究のためのコンテンツデザイン"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-02-16"},"_buckets":{"deposit":"df75ee4b-ef75-4fcc-b2a4-6630d201bda9"},"_deposit":{"id":"229872","pid":{"type":"depid","value":"229872","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ゲームによる認知予備能研究のためのコンテンツデザイン","author_link":["618364","618367","618366","618365"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームによる認知予備能研究のためのコンテンツデザイン"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人工知能と認知科学","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2023-02-16","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":"大阪電通大"},{"subitem_text_value":"大阪電通大"},{"subitem_text_value":"ウェルコンサル株式会社"},{"subitem_text_value":"大阪電通大"}]},"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/229872/files/IPSJ-Z85-5P-08.pdf","label":"IPSJ-Z85-5P-08.pdf"},"date":[{"dateType":"Available","dateValue":"2023-11-17"}],"format":"application/pdf","filename":"IPSJ-Z85-5P-08.pdf","filesize":[{"value":"1.0 MB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"1a944f08-1a48-453f-a45c-ddd8fa20dba4","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2023 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤原, 立浩"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"上善, 恒雄"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"米田, 可奈子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中村, 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":"認知予備能を鍛える手段としてゲームが注目されている.市販ゲームは要素が複雑であり,研究素材として単調化されたコンテンツに留まりがちで,市販ゲームより娯楽性が失われるため継続性が低い.本研究は市販ゲームの企画・開発企業、医療素材開発企業と連携することで,実際に高齢者の方々にヒアリングを重ねながら,市販ゲームを遊びやすいように改修し,娯楽性を失うことなく,認知予備能研究の促進をはかった.ゲームの改修は,ゲーム中の制限時間の撤廃,広告の削除,遊びやすさと難易度のバランスの取れたステージの事前決定などを行った.本研究は高い娯楽性を持ったゲームに仕上げることで,高齢者の方々に喜んで対策をして頂けることを目指して研究を進めている.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"144","bibliographic_titles":[{"bibliographic_title":"第85回全国大会講演論文集"}],"bibliographicPageStart":"143","bibliographicIssueDates":{"bibliographicIssueDate":"2023-02-16","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2023"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":229872,"links":{}}