{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238709","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238709","title":["百人一首かるたvsもぐらたたき:共通する目標意識と身体動作に着目した異なるゲームの接続の検討"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"d7418c3c-7df6-4dba-9d22-21f8c9e090db"},"_deposit":{"id":"238709","pid":{"type":"depid","value":"238709","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"百人一首かるたvsもぐらたたき:共通する目標意識と身体動作に着目した異なるゲームの接続の検討","author_link":["653797","653798"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"百人一首かるたvsもぐらたたき:共通する目標意識と身体動作に着目した異なるゲームの接続の検討"}]},"item_type_id":"18","publish_date":"2024-08-26","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"津田塾大学"},{"subitem_text_value":"津田塾大学"}]},"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/238709/files/IPSJ-EC2024020.pdf","label":"IPSJ-EC2024020.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024020.pdf","filesize":[{"value":"1.5 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"cebd0f0c-1dde-4938-861d-c287e438bd8d","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"丸山, 礼華"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"栗原, 一貴"}],"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_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"ゲームにおいて,参加プレイヤの目標意識と身体動作が共通であることは,共通性の高い体験の共有を可能にし,ゲームを通じたより質の高いコミュニケーションの実現に貢献すると考えられる.本論文ではこれらの共通性を保存する,異なるゲームの接続を行うゲームデザインを提案することにより,プレイヤがそれぞれのゲームに集中しながらも,目標意識と身体動作の共有された対戦を行うことを実現する.具体的には,指定されたターゲットに最速でタッチしたプレイヤが勝ちであるという共通点を持つ2つのゲーム「百人一首かるた」と「もぐらたたき」を接続する.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"143","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2024論文集"}],"bibliographicPageStart":"141","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":238709,"updated":"2025-01-19T08:31:02.953520+00:00","links":{},"created":"2025-01-19T01:41:55.238233+00:00"}