{"id":238730,"updated":"2025-01-19T08:30:38.842052+00:00","links":{},"created":"2025-01-19T01:41:57.201121+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238730","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238730","title":["ビデオゲームにおける操作性を通じたキャラクタの瀕死感の 提示がプレイヤの没入感に与える影響の調査"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"83735ed3-9ae1-4174-a329-d1f3ae955f59"},"_deposit":{"id":"238730","pid":{"type":"depid","value":"238730","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ビデオゲームにおける操作性を通じたキャラクタの瀕死感の 提示がプレイヤの没入感に与える影響の調査","author_link":["653855","653851","653852","653854","653853"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ビデオゲームにおける操作性を通じたキャラクタの瀕死感の 提示がプレイヤの没入感に与える影響の調査"}]},"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":"明治大学総合数理学部"},{"subitem_text_value":"明治大学総合数理学部"},{"subitem_text_value":"明治大学大学院先端数理科学研究科"},{"subitem_text_value":"明治大学大学院先端数理科学研究科"},{"subitem_text_value":"明治大学総合数理学部"}]},"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/238730/files/IPSJ-EC2024041.pdf","label":"IPSJ-EC2024041.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024041.pdf","filesize":[{"value":"2.1 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":"a7eb6978-368d-4cea-be2a-ab0ee2a6be24","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":"小山, 悠"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松本, 勇吾"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"飯田, 和也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"安中, 勇貴"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"渡邊, 恵太"}],"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":"ビデオゲームにおいて,操作キャラクタがダメージを受けることで,操作キャラクタが死亡したり戦闘不能状態に陥るものがある.既存のビデオゲームでは,視覚的な演出や操作性を通じて,操作キャラクタが死に近づく様子が表現される.本研究では,キャラクタが死に近づいていく際にプレイヤが感じる感覚を「瀕死感」と定義する.その上で本研究では,操作キャラクタの残り体力に応じて離散的および連続的に操作性を変化させ,プレイヤの没入感に与える影響を調査する.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"271","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":"267","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}