{"id":238728,"updated":"2025-01-19T08:30:41.009549+00:00","links":{},"created":"2025-01-19T01:41:57.010172+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238728","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238728","title":["ゲームのリメイク作品に対する評価を決定づける体験要素"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"86fce59a-a3b9-43bb-bb37-b41fd5ab0d98"},"_deposit":{"id":"238728","pid":{"type":"depid","value":"238728","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ゲームのリメイク作品に対する評価を決定づける体験要素","author_link":["653845","653848","653847","653846"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームのリメイク作品に対する評価を決定づける体験要素"}]},"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":"NTTコミュニケーション科学基礎研究所"},{"subitem_text_value":"NTTコミュニケーション科学基礎研究所"},{"subitem_text_value":"東北医科薬科大学"},{"subitem_text_value":"大阪芸術大学"}]},"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/238728/files/IPSJ-EC2024039.pdf","label":"IPSJ-EC2024039.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024039.pdf","filesize":[{"value":"1.6 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":"65a548c7-0742-4535-9d0b-d0ff9628e40b","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":"丸谷, 和史"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"横坂, 拓巳"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"磯谷, 悠子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"大谷, 智子"}],"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":"ビデオゲームでは,数多くのリメイク作品が制作されている.中にはリメイクによって価値が向上するリメイク作品も存在する.本研究では,リメイク作品とオリジナル作品のプレイヤー体験を比較可能な尺度を使って,35作品を対象としたアンケート調査による評価データをもとに,評価の高いリメイク作品がどのような体験的特徴を持っているかを検討した.得られたデータに対して主成分分析を行った結果,リメイクとオリジナル作品の評価差を説明する2つの主成分が抽出された.これらの主成分は,個人的なゲーム体験に関連する要素と,現実社会でのスキルやコミュニケーションに関連する体験要素への評価を縮約していた.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"260","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":"255","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}