{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238726","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238726","title":["大規模We-modeを生起させる視聴者参加型ゲームのデザイン"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"e277436e-7db8-40e4-8a4a-b1f488d40ba1"},"_deposit":{"id":"238726","pid":{"type":"depid","value":"238726","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"大規模We-modeを生起させる視聴者参加型ゲームのデザイン","author_link":["653841","653840","653839","653838"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"大規模We-modeを生起させる視聴者参加型ゲームのデザイン"}]},"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":"名古屋大学大学院工学研究科"},{"subitem_text_value":"名古屋大学大学院工学研究科"},{"subitem_text_value":"名古屋大学大学院工学研究科"},{"subitem_text_value":"名古屋大学大学院工学研究科"}]},"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/238726/files/IPSJ-EC2024037.pdf","label":"IPSJ-EC2024037.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024037.pdf","filesize":[{"value":"2.4 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":"576f6fe8-a154-49d3-ad97-a9d074484f74","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":"小林, 篤史"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"窪田, 智徳"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"佐藤, 理史"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"小川, 浩平"}],"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":"近年のゲーム配信では,視聴者が配信者と一緒にゲームをプレイできる視聴者参加型ゲームが注目されている.しかし,視聴者が増えるにつれて,視聴者1人1人の意思をゲームにすべて反映させることは難しくなり,ゲームの達成感や配信者とのつながりを得られない視聴者が生じてしまう.そこで我々は,配信上でゲームに参加している視聴者に,集合的な認知モードである“We-mode”を生起させ,視聴者全員が「私たち」として達成感や配信者とのつながりを得ることができるゲームの実現を目指す.本研究では,視聴者が多人数であってもWe-modeを生起させるゲームをデザインし,そのデザインの妥当性を調査した.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"248","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":"239","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":238726,"updated":"2025-01-19T08:30:43.228867+00:00","links":{},"created":"2025-01-19T01:41:56.818559+00:00"}