{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00230649","sets":["6504:11436:11443"]},"path":["11443"],"owner":"44499","recid":"230649","title":["対戦型ゲームの原体験と再体験における心理状態の比較分析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-02-16"},"_buckets":{"deposit":"877f147f-9e67-4b30-a428-b73eee6c472d"},"_deposit":{"id":"230649","pid":{"type":"depid","value":"230649","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"対戦型ゲームの原体験と再体験における心理状態の比較分析","author_link":["621907","621909","621905","621906","621908"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"対戦型ゲームの原体験と再体験における心理状態の比較分析"}]},"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":"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":"京大"},{"subitem_text_value":"京大"},{"subitem_text_value":"京大"},{"subitem_text_value":"京大"},{"subitem_text_value":"京大"}]},"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/230649/files/IPSJ-Z85-5ZF-09.pdf","label":"IPSJ-Z85-5ZF-09.pdf"},"date":[{"dateType":"Available","dateValue":"2023-11-17"}],"format":"application/pdf","filename":"IPSJ-Z85-5ZF-09.pdf","filesize":[{"value":"651.2 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"bddc321d-8cfc-47b1-bfec-25edad2be4b9","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":"須賀, 馨太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"上田, 博唯"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"下西, 慶"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"近藤, 一晃"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中村, 裕一"}],"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":"本研究では原体験と再体験において体験者での心理状態がどのように異なるのか、またどのような場面で心理状態の相違がどのように変化するかについて調査する。今回では例としてジェンガというテーブル型の対戦用ゲームを採用した。採用した事由として、複数人が相互にインタラクションを行うことで、様々な感情を得られる場面を多数得られること、他者との関わり合いを含む場面の方が再体験する意義が大きいということが挙げられる。計測方法として心拍計測・表情計測の二つを採用し分析を行った。双方の計測を合わせることで客観的かつ定量的に心理状態を表現することが可能となる。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"210","bibliographic_titles":[{"bibliographic_title":"第85回全国大会講演論文集"}],"bibliographicPageStart":"209","bibliographicIssueDates":{"bibliographicIssueDate":"2023-02-16","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2023"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":230649,"updated":"2025-01-19T11:03:38.156254+00:00","links":{},"created":"2025-01-19T01:30:32.863959+00:00"}