ゲーミフィケーションにおける娯楽要素の組み合わせと作業効率
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(2) Vol.2014-EC-34 No.7 2014/12/20. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. τʹΑͬͯγεςϜͷϢʔβʹʮָ͠͞ʯʮୡײʯΛ. ද 1 16 ݸͷཉٻ ໊લ. ༩͑Δ͜ͱ͕Ͱ͖ͨͱධՁ͍ͯ͠ΔɽҰํͰɼΞϯέʔτ. Power. ͷࣗ༝هड़ʹ͓͍ͯʠ࡞ۀͷޮΛߟ͑ͨͱ͖ैདྷγε. Independence. ςϜͷํָ͕ʡͱ͍͏ҙݟ͕ݟΒΕͨɽ͢ͳΘͪɼָޘੑ. Curiosity. ༰ ଞऀΛࢧ͍ͨ͠ͱ͍͏ཉٻ ࣄΛਓʹཔΒͣʹࣗྗͰΓ͍ͨͱ͍͏ཉٻ ࣝΛಘ͍ͨͱ͍͏ཉٻ. Λ༩͢Δ͜ͱͰ࡞૿͕ؒ࣌ۀେ͠ɼ࡞ۀҙཉ্͕ͯ͠. Acceptance. ࡞͏͍ͱ͍ͳ্͕͠ޮۀঢ়͑ߟ͕گΒΕΔɽຊڀݚ. Order. ͰɼָޘੑΛ༩͢Δ͜ͱͰ࡞ࣗۀମͷޮ͕ͲΕ͚ͩ. Saving. ΛूΊ͍ͨͱ͍͏ཉٻ. ্͢Δ͔ఆྔతʹධՁ͠ɼ࡞ۀ࡞ͱޮۀҙཉͷؔੑ. Honor. ਓͱͯ͠ͷތΓΛٻΊΔཉٻ. Idealism. Λ໌Β͔ʹ͢Δɽ. Social Contact. ຊΒɼ࡞ऀۀͷओ؍త࡞߹ʹྔۀΘͤͯԾੜΛ ͤ͞ɼ࡞ऀۀಉ࢜ͰԾੜΛઓΘͤΔͱ͍͏ྲྀΕʹ. ਓʹೝΊΒΕ͍ͨͱ͍͏ཉٻ ࣄΛ͖ͪΜͱ͍ͨ͠ͱ͍͏ཉٻ. ࣾձਖ਼ٛΛ͏͍ͱ͍ͨ͠ٻཉٻ ਓͱ;Ε͍͍͋ͨͱ͍͏ཉٻ. Family. ࣗͷࢠڙΛҭ͍ͯͨͱ͍͏ཉٻ. Status. ໊Λಘ͍ͨͱ͍͏ཉٻ. Αͬͯɼ࡞ऀۀͷ࡞ۀҙཉΛ্ͤ͞ΔγεςϜʠWeekend. Vengeance. ڝ૪ฦ͠Λ͍ͨ͠ͱ͍͏ཉٻ. BattleʡΛఏҊ͍ͯ͠Δ [2]ɽWeekend Battle ɼΧΠϤ. Romance. ηοΫεඒ͍͠ΛٻΊΔཉٻ. ϫͷఏҊ͢Δָ͠͞ΛੜΉ 4 ͭͷཁҼ [7] ͷ͏ͪɼڝ૪. Eating. (Agˆ on)ɼۮવੑ (Alea)ɼ฿ (Mimicry) ͷ 3 ͭΛͭɽ·. Physical Activity Tranquility. ͨɼτϨʔσΟϯάΧʔυήʔϜͷΑ͏ͳطଘͷΤϯλς. Λ৯͍ͨͱ͍͏ཉٻ ମΛಈ͔͍ͨ͠ͱ͍͏ཉٻ ৺Ժ͔Ͱ͍͍ͨͱ͍͏ཉٻ. ΠϯϝϯτʹݟΒΕΔऩूͷཁૉʹண͠ɼγεςϜʹಋ ೖ͍ͯ͠ΔɽຊΒଧݤΛ࡞ޮۀͷධՁࢦඪͱ͠. ্ͤ͞Δͷʹదͨ͠ཁૉͰ͋Δͱ͍͑Δɽߴ͍࡞ۀҙཉ͕. ͯڝ૪ͷཁҼΛؚΉήʔϜ͕࡞ޮۀɾҙཉͷ্ʹ༗ޮ. ࡞ޮۀͷ্ʹ༗༻Ͱ͋Δ͜ͱ͔Βɼ࡞ऀۀΛಈ͚ػ. Ͱ͋Δͱड़͍ͯΔ [2]ɽ. ͯ࡞ۀҙཉ্͕ͤ͞Δ͜ͱͰɼ࡞ޮۀ্Ͱ͖Δͱ. ҰํͰɼγεςϜʹ 4 ͭͷָޘཁૉ͕·ؚΕΔͨΊɼ࡞. ͍͑Δɽͦ͜ͰɼຊߘͰ࡞ऀۀΛಈ͚ػɼ࡞ޮۀΛ. ޮۀͷ্ঢ͕ݸผͷཁૉʹΑΔͷ͔ෳͷΈ߹Θͤ. ্ͤ͞Δͱߟ͑ΒΕΔʠڝ૪ʡͱʠऩूʡʹண͠ɼ࣍. ʹΑΔͷ͔͔Βͳ͍ɽ·ͨɼܭଌͨ͠࡞ޮۀ࣮ݧ. અʹࣔ͢ 3 ͭͷཁૉΛఆٛ͢Δɽ. ͕࣌ؒਐΉʹͭΕͯ૿Ճ͢Δʹ͋ͬͨͨΊɼඃऀݧͷ λεΫʹର͢Δ׳ΕͷӨڹΛഉআͰ͖͍ͯͳ͍Մೳੑ͕͋. 3.2 ָޘཁૉ. ΔɽຊͰڀݚɼָ֤ޘཁૉͱͦͷΈ߹Θͤʹ͍ͭͯɼ. 3.2.1 ڝ૪ ڝ૪༏ྼਖ਼൱Λ໌֬ʹͯ͠ୡಈػ Vengeance Λ. ࡞ޮۀɾҙཉͷ্ʹର͢Δ༗ޮੑΛݸผʹධՁ͢Δɽ ·ͨɼָޘཁૉͳ͠ͷ߹ؚΊɼॱংޮՌΛߟྀͯ͠λ. ຬͨͨ͢Ίɼ࡞ऀۀΛಈ͚ػΔɽຊͰڀݚ Magy Βͷ. εΫΛઃఆ͢Δɽ͜ΕΒʹΑͬͯɼλεΫʹର͢Δ׳ΕΛ. [ ڀݚ3] ʹ͖ͮجɼ1)ଞऀͱͷڝ૪ɼ2)ࣗͱͷڝ૪ͷ 2 ͭ. ഉআͨ͠ɼΑΓগͳ͍ཁૉͷՃͰ࡞ޮۀΛߴΊΔͨΊ. ʹྨ͠ɼҟͳΔཁૉͱͯ͠ѻ͏ɽ. ͷݟΛಘΔ͜ͱ͕Ͱ͖Δɽ. ଞऀͱͷڝ૪ ຊ͍͓ͯʹڀݚଞऀͱͷڝ૪ɼ࡞ؔ͢ʹऀۀΔใ. 3. ४උ. ͕ଞऀʹެ։͞Εɼଞऀͷใͱൺֱ͞ΕΔঢ়ଶʹ͋ Δ͜ͱͱ͢Δɽ·ͨɼൺֱ݁Ռʹॱ͍ͯͮجҐ͚͞. 3.1 ࡞ۀҙཉͱಈ͚ػ ຊͰڀݚ৺ཧֶʹ͓͚Δʠಈ͚ػʡʹண͢Δɽಈ. ΕɼࣗͷॱҐ্ҐऀͷϦετ͕ఏࣔ͞ΕΔ͜ͱͰ. ͱػʠੜମʹߦಈΛ։࢝ͤ͞ɼߦಈΛҡ࣋ͤ͞ɼ͋Δ͍. ࡞͕ऀۀଞऀͱͷ༏ྼΛஅͰ͖Δͷͱ͢Δɽଞऀ. ఀࢭͤ͞ɼ͔ͭ·ͨߦಈͷํΛܾΊΔ࡞༻ͷ͋Δʮྗʯ ʡ. ͱͷهൺֱϥϯΩϯά͚ʹΑͬͯ࡞ऀۀΛಈ. Ͱ͋ΓɼͦͷҰछʹڝ૪ͰଞऀʹଧͪউͬͨΓɼඪ౸ୡ. ͚ػΔख๏ɼෳͷ[ ڀݚ2], [3] ɼطଘγες. ʹ͚ͯྗͨ͠Γ͢Δʠୡಈػʡ͕ଘࡏ͢Δ [8]ɽ·ͨɼ. Ϝ [1]*3 Ͱར༻͞Ε͍ͯΔɽ. ਓؒͷߦಈΛಈ͚ػΔͷͷ 1 ͭͱͯ͠ɼ ʮʙ͍ͨ͠ʯͱ. ଞऀͱͷڝ૪࡞͕ऀۀҟͳΔΛ༻͍͍ͯΔ. ͍͏ʠཉٻʡ͕͋Δͱߟ͑ΒΕ͍ͯΔ [9]ɽSteven ද 1 ʹ. ߹ɼωοτϫʔΫΛར༻ͯ͠هͷൺֱΛ͢Δඞཁ͕. ࣔ͢ɼਓΛಈ͚ػΔجຊతͳ 16 ݸͷཉٻΛఆ͍ٛͯ͠. ͋ΔɽͦͷͨΊɼγεςϜ։ൃʹ͔͔Δίετ͕ߴ͍. Δ [10]ɽָޘੑʹΑΔಈؔ͢ʹ͚ػΔڀݚ࣮γες. ͱߟ͑ΒΕΔɽ. ϜͰΑ͘༻͍ΒΕΔָޘཁૉͷ͏ͪɼʠڝ૪ʡ͓Αͼʠऩ. ࣗͱͷڝ૪. ूʡͷ 2 ͭɼSteven ͷ 16 ݸͷཉٻͷ͏ͪɼVengeance. ຊ͍͓ࣗͯʹڀݚͱͷڝ૪ɼ࡞ऀۀͷաڈͷใ. ʢڝ૪ฦ͠Λ͍ͨ͠ͱ͍͏ཉٻʣ SavingʢΛूΊ. ͱࡏݱͷใΛൺֱ͠ɼใͷมԽͱͦͷ༏ྼͷΈΛ. ͍ͨͱ͍͏ཉٻʣͳͲΛຬ͍ͨͯ͠Δͱߟ͑ΒΕΔɽΑͬ. அͰ͖Δঢ়ଶʹ͋Δ͜ͱͱ͢Δɽଞऀͱͷڝ૪ͱ໌. ͯɼ ʠڝ૪ʡʠऩूʡ࡞ऀۀΛಈ͚ػɼ࡞ۀҙཉΛ. ⓒ 2014 Information Processing Society of Japan. *3. Nike+, https://secure-nikeplus.nike.com/plus/. 2.
(3) Vol.2014-EC-34 No.7 2014/12/20. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ֬ʹ۠ผ͢ΔͨΊɼଞऀͱͷൺֱॱҐ͚ߦΘͣɼ. ࣝ࡞ʹۀର͢Δ׳Ε͕࣮݁ݧՌʹӨڹΛ༩͑ΔՄೳੑ͕. ଞऀͷެ։͠ͳ͍ɽࣗࣗͷهͱڝ૪͢Δख. ͋Δɽ·ͨɼ1 ͭͷ࡞ۀΛ͢Δͷʹ͕͔͔࣌ؒΔ߹ɼָޘ. ๏طଘ[ ڀݚ3] طଘγεςϜͰΑ͘༻͍ΒΕΔɽ. ੑΛ༩͢ΔલͰޙλεΫͷՌʹ͕ࠩݱΕʹ͘͘ͳΓɼ. ࣗͱͷڝ૪Ͱଞऀͱͷڝ૪ͱҟͳΓɼ࡞ͦऀۀΕ. ࡞ޮۀͷ্ޮՌͷܭଌ͕ࠔͰ͋Δɽͦ͜ͰຊͰڀݚ. ͧΕͷͰγεςϜΛߏ͢Δ͜ͱ͕Ͱ͖Δɽͦͷ. ɼຊΒͷ[ ڀݚ2] ͱಉ༷ʹɼ୯७ͳ࡞͋ͰۀΔసࣸ࡞. ͨΊɼࣗͱͷڝ૪ଞऀͱͷڝ૪ʹൺͯγεςϜ. ۀΛλεΫʹઃఆ͢Δɽసࣸ࡞ۀͷରͱͯ͠௨ৗͷจষ. ։ൃʹ͔͔Δίετ͕͍ͱߟ͑ΒΕΔɽ. Λ༻͍ΔͱɼλΠϐϯάʹର͢Δ׳Εࣈͷࣝɼ༧ଌ มͷॱ൪ͳͲ͕࣮݁ݧՌʹӨڹΛ༩͑ΔՄೳੑ͕͋Δɽ. 3.2.2 ऩू ຊ͍͓ͯʹڀݚऩूɼ࡞͕͋ऀۀΔ݅Λຬͨ͢͜ͱ. ͦ͜ͰɼσΟεϓϨΠ্ʹදࣔ͞ΕΔϨγʔτը૾͔Βɼ. ͰՍۭͷϝμϧτϩϑΟʔʢҎ߱ɼ࣮ʣΛೖखͰ͖Δঢ়. ͷྨ൪߸ʢ2 ܻͷࣈʣͱͷ୯ՁΛೖྗ͢Δ࡞. ଶʹ͋Δ͜ͱͱ͢Δɽऩू Saving Λຬͨ͢ͱͱʹɼ࣮. ۀΛλεΫʹઃఆ͢ΔɽλεΫʹ༻͍ΔϨγʔτը૾ͷྫ. ΛಘΔ͜ͱ͕Ͱ͖ΔೳྗҐΛ͍࣋ͬͯΔ͜ͱͷূ໌. ͱೖྗը໘Λਤ 1 ʹࣔ͢ɽඃऀݧਤͷӈଆʹఏࣔ͞Εͨ. ʹͳΔ͜ͱ͔Β Statusʢ໊Λಘ͍ͨͱ͍͏ཉٻʣຬͨ. ϨγʔτΛͯݟɼࠨଆͷςΩετϘοΫεʹͷྨ൪. ͢ɽͷΛूΊͤͯ͞࡞ऀۀΛಈ͚ػΔख๏ɼNike+ɼ. ߸ͱ୯ՁΛΩʔϘʔυͰೖྗ͢Δɽ1 ߦʹ͖ͭ 1 ͷ. Moodle*4. ʹ͓͚Δόο. ใΛ [൪߸-୯Ձ] ͷͰࣜܗೖྗ͠ɼϨγʔτʹॻ͔Ε. δγεςϜͳͲɼଟ͘ͷطଘγεςϜͰར༻͞Ε͍ͯΔɽ. ͍ͯΔ͕ͯ͢ೖྗ͞ΕΔͱ࣍ͷϨγʔτ͕ఏࣔ͞Ε. ऩूωοτϫʔΫΛΘͳͯ͘γεςϜΛߏͰ͖. Δɽ1 ճͷλεΫ 2 Ͱɼඃऀݧ࣌ؒʹͰ͖Δ͚ͩ. ΔͨΊɼଞऀͱͷڝ૪ʹൺ։ൃίετ͍ɽ͔͠͠ɼ. ଟ͘ͷϨγʔτΛೖྗ͢ΔΑ͏ࢦࣔ͞ΕΔɽλεΫͷΓ. ϝμϧτϩϑΟʔͳͲͷը૾ͷ࡞࣮Λ֫ಘ͢Δͨ. ࣌ؒɼೖྗͨ͠ใͷਖ਼ޡඃʹऀݧఏࣔ͞Εͳ͍ɽ. Badgevilleɼe-learning γεςϜͷ. Ίͷ݅ͷઃఆΛ͢Δඞཁ͕͋ΔͨΊɼ࣮ͷ͑૿͕ݸ ΔʹͭΕͯ։ൃίετ͕૿Ճ͢Δͱߟ͑ΒΕΔɽ. Ϩγʔτಸྑߴઐੜ͞ߦൃͰڠΕͨ 210 ຕΛεΩϟ φʔͰऔΓࠐΈɼը૾ͱͯ͠දࣔ͢Δɽ1 ຕͷϨγʔτʹ ඞཁͳ࡞ྔۀΛͦΖ͑ΔͨΊɼ͕ 2 ͔ݸΒ 4 ݸͷϨ. 4. ࣮ݧ. γʔτΛ֤ 70 ຕ༻ҙ͠ɼϥϯμϜʹఏࣔ͢Δɽඃऀݧ. 3 ষͰఆٛͨ͠ 3 ͭͷָޘཁૉͱͦͷΈ߹ΘͤʹΑͬ ͯߏ͞ΕΔ 7 छྨͷָޘੑʹ͍ͭͯɼ࡞ޮۀɾҙཉ ͷӨڹΛධՁ͢Δඃݧ࣮ऀݧΛߦ͏ɽද 2 ʹָޘཁૉͷ Έ߹ΘͤΛࣔ͢ɽදͷʞ˓ʟָޘཁૉΛؚΉ͜ͱΛද͠ɼ ʞ-ʟָޘཁૉΛͱ͍͜ͳ·ؚΛࣔ͢ɽ࣮Ͱݧɼ7 छྨ ͷָޘੑΛ࣋ͨͤͨγεςϜͱָޘੑΛ͍ͳ·ؚγεςϜ ʢͳ͠ʣΛ༻͍ͯ୯७ͳ࡞ۀΛඃʹऀݧ՝͠ɼ࡞ۀͷਫ਼ ࣮ࢪճΛൺֱ͢Δɽ. ಸྑߴઐͷֶੜͷ͏ͪɼPC ͷૢ࡞ʹ׳Ε͍ͯͯΩʔϘʔ υ͕ѻ͑Δ 18 ͔Β 22 ࡀͷ 40 ໊Ͱ͋Δɽ λεΫͷਫ਼ޮΛධՁ͢ΔͨΊͷࢦඪɼ͓Αͼָޘ γεςϜͰར༻͢Δ߲ͱͯ͠ҎԼͷ 4 ͭΛܭଌ͢Δɽ. • ೖྗͨ͠ʢೖྗʣ • ਖ਼͘͠ೖྗͨ͠ʢਖ਼ղʣ • ೖྗ [ʗ] • ೖྗਫ਼ [%] ೖྗͱೖྗਫ਼ࣜ (1)ɼ͓Αͼࣜ (2) ͰٻΊΔɽ. 4.1 λεΫͱܭଌσʔλ ָޘཁૉͷ༩ʹΑΔ࡞ۀ࡞ͱޮۀҙཉͷ্Λఆྔ తʹධՁ͢ΔͨΊͷλεΫΛઃఆ͢Δɽ࡞ۀ༰͕ෳࡶͰ қͷߴ͍λεΫͰ͋Δ߹ɼ࡞ۀΛ͢Δͷʹඞཁͳ ද 2. (1). ೖྗਫ਼ =. ਖ਼ղ × 100 ೖྗ. (2). ָޘཁૉ֤λεΫͷ։࢝લͱऴྃʹޙఏࣔ͢Δɽλε. ଞऀͱͷڝ૪. ࣗͱͷڝ૪. ɹɹऩूɹɹ. -. -. -. ଞ. ˓. -. -. ࣗ. -. ˓. -. ऩ. -. -. ˓. ࣋ͭΈ߹Θͤͷ߹ɼָޘཁૉͷදࣔॱʹΑͬͯಛఆ. ଞࣗ. ˓. ˓. -. ͷָޘཁૉͷӨ͕ڹେ͖͘ͳΔՄೳੑ͕͋ΔɽͦͷͨΊɼ. ଞऩ. ˓. -. ˓. ࣗऩ. -. ˓. ˓. ˓. ˓. ˓. ͳ͠. ଞࣗऩ *4. ೖྗ 2. 4.2 ָޘཁૉͷఏࣔ. ָޘཁૉͷΈ߹Θͤ ָޘཁૉ. Έ߹Θͤ. ೖྗ =. Moodle, https://moodle.org/. ⓒ 2014 Information Processing Society of Japan. Ϋ։࢝લʹڝ૪ऩूΛଅͨ͢Ίʹϝοηʔδաڈͷ ࠷ߴهΛඃʹऀݧఏࣔ͢ΔɽλεΫऴྃʹޙ݁Ռϥ ϯΩϯάͷఏࣔɼ͓Αͼ࣮ͷऩूΛ͢ΔɽָޘཁૉΛෳ. ָޘཁૉ࣍અͰࣔ͢Α͏ʹ 1 ը໘Ͱಉ࣌ʹఏࣔ͢Δɽ. 4.3 ָޘγεςϜ λεΫ 3 ষͰఆָٛͨ͠ޘཁૉͱͦͷΈ߹ΘͤΛ࣮. 3.
(4) Vol.2014-EC-34 No.7 2014/12/20. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ͨ͠ 7 ͭͷγεςϜɼ͓ΑͼཁૉΛ͍ͳ·ؚγεςϜͷ. ʹਤ 3 ͷࠨଆʹࣔ͢Α͏ʹɼ4.1 અͰड़ͨ 4 ͭͷධՁ. ܭ8 छྨʢҎԼɼָޘγεςϜʣͰ࣮ࢪ͞ΕΔɽγεςϜ. ߲ͦΕͧΕʹର͠ɼશඃऀݧͷ͏্ͪҐ 10 ໊ͷ ID ͱɼ. C#Ͱ࣮͞Εͨɼ 4,400 ߦͷΫϥΠΞϯταʔόܕ. ඃࣗऀݧͷॱҐ͕ఏࣔ͞ΕΔɽID γεςϜ͕ϥϯμ. ͷ GUI ϓϩάϥϜͰ͋Δɽਤ 2 ʹλεΫ։࢝લɼਤ 3 ʹ. ϜͰੜ͢Δ֤ඃݻऀݧ༗ͷ 8 จࣈͷจࣈྻͰɼඃऀݧ. λεΫऴྃʹޙఏࣔ͞ΕΔָޘཁૉΛࣔ͢ɽָޘཁૉͷ. ଞऀͷ ID ͕୭ͷͷ͔Δ͜ͱ͕Ͱ͖ͳ͍ɽͳ͓ɼࣗ. Έ߹Θͤʹ͓͍ͯɼ͍ͣΕ͔ͷָޘཁૉ͕·ؚΕ͍ͯͳ͍. ͱͷڝ૪ͷཁૉΛ͍ͳ·ؚΑ͏ʹ͢ΔͨΊɼධՁ߲ͷ. ߹ɼͦͷ෦Կදࣔ͞Εͳ͍ɽ. ۩ମతͳఏࣔ͠ͳ͍ɽ. 4.3.1 ଞऀͱͷڝ૪. 4.3.2 ࣗͱͷڝ૪. ଞऀͱͷڝ૪ɼλεΫ݁ՌͷϥϯΩϯάΛඃެʹऀݧ. ࣗͱͷڝ૪ɼλεΫ։࢝લʹਤ 2 ͷதԝʹࣔ͢Α͏. ʠλε ։͢ΔɽλεΫ։࢝લʹਤ 2 ͷࠨଆʹࣔ͢Α͏ʹɼ. ʹɼ4 ͭͷධՁ߲ͦΕͧΕʹ͍ͭͯɼͦΕҎલͷλεΫ. Ϋͷ݁Ռ͕ެ։͞Ε·͢ɽଞͷਓʹෛ͚ͳ͍Α͏ʹؤுͬ. Ͱ࠷ྑ͍࣌ͷΛఏࣔ͢ΔɽλεΫऴྃʹޙਤ 3 ͷத. ͍ͯͩ͘͞ʡͱ͍͏ϝοηʔδΛఏࣔ͢ΔɽλεΫऴྃޙ. ԝʹࣔ͢Α͏ʹɼࠓλεΫͷ݁Ռͱաڈͷ࠷ߴهΛಉ࣌ ʹఏࣔ͢Δɽ. 4.3.3 ऩू ऩूɼλεΫͷਖ਼ղʹԠͯ͡ը໘্ʹදࣔ͞Εͨ. 5×5 ͷύωϧΛΊ͘ΒͤɼΊͬͨ͘ύωϧ͕͋Δ݅Λຬ ͨ͢ͱ࣮͕֫ಘͰ͖ΔɽλεΫ։࢝લʹਤ 2 ͷӈଆʹ ࣔ͢Α͏ʹʠλεΫͷ͕ྑ͍΄Ͳͨ͘͞Μͷ࣮͕ख ʹೖΓ·͢ɽΑΓଟ͘ͷ࣮ΛखʹೖΕΒΕΔΑ͏ʹ͕Μ ͍ͬͯͩ͘͞ʡͱ͍͏ϝοηʔδΛఏࣔ͢ΔɽλεΫऴ ྃʹޙਤ 3 ͷӈଆʹࣔ͢Α͏ʹ 25 ݸͷύωϧΛఏࣔ͢ ΔɽύωϧϚεΫϦοΫͰΊ͘Δ͜ͱ͕Ͱ͖ɼΊͬ͘ ͨύωϧ͘දࣔ͞ΕΔɽΊͬͨ͘ύωϧͷݸஔ ͕݅Λຬͨ͢ͱ࣮Λ֫ಘͰ͖ɼରԠ͢Δϝμϧτϩ ϑΟʔͷը૾͕දࣔ͞ΕΔɽ࣮ͷҰཡΛද 3 ʹࣔ͢ɽ ਤ 1 Ϩγʔτը૾ͱೖྗը໘. ऩूʹ͓͍ͯɼ1 ݸͷύωϧΛΊ͘ΔͨΊʹඞཁͳਖ਼ ղ͕ඃऀݧͷҙཉʹେ͖͘Ө͢ڹΔͱߟ͑ΒΕΔɽຊ࣮ Ͱݧࣄલʹಸྑߴઐͷֶੜ 5 ਓʹָޘཁૉͳ͠ͰλεΫ Λ 5 ճ࣮ࢪͨ͠ͱ͖ͷਖ਼ղͷ࠷େͰ͋Δ 62 ݸΛࢀߟ ʹɼ25 ݸͷύωϧΛΊ͘ΔͨΊͷਖ਼ղΛ 75 ͨ͠ͱݸɽ. 4.4 ࣮ݧखॱ ਤ 2 λεΫ։࢝લͷָޘཁૉ. ຊ࣮ͰݧඃऀݧͷλεΫʹର͢Δ׳ΕͷӨڹΛഉআ͢ ΔͨΊɼඃऀݧΛແ࡞ҝʹ 8 ͭͷάϧʔϓʹ͚ɼͦΕͧ ΕҟͳΔॱংͰද 2 ʹָࣔͨ͠ޘཁૉͷΈ߹ΘͤΛఏࣔ ͢ΔɽλεΫ߹ ܭ17 ճ࣮ࢪ͠ɼ1 ճ࿅शͱͯ͠ʠͳ. ද 3. ࣮ͷҰཡ ݅. ਤ 3 λεΫऴྃޙͷָޘཁૉ. ⓒ 2014 Information Processing Society of Japan. ը૾. ύωϧΛ 1 ݸΊ͘Δ. ಔϝμϧ. ࢛۱ͷύωϧΛΊ͘Δ. ಔϝμϧ. ύωϧΛ 5 ݸΊ͘Δ. ۜϝμϧ. ॎ 1 ྻͷύωϧΛΊ͘Δ. ۜϝμϧ. ԣ 1 ྻͷύωϧΛΊ͘Δ. ۜϝμϧ. ࣼΊ 1 ྻͷύωϧΛΊ͘Δ. ۜϝμϧ. ύωϧΛ 10 ݸΊ͘Δ. ۚϝμϧ. ֎पͷύωϧΛΊ͘Δ. ۚϝμϧ. ύωϧΛ 20 ݸΊ͘Δ. ۜτϩϑΟʔ. ύωϧΛશͯΊ͘Δ. ۚτϩϑΟʔ. 4.
(5) Vol.2014-EC-34 No.7 2014/12/20. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ͠ʡͱಉ͡ঢ়ଶͰ࣮ࢪ͠ɼੳʹ༻͍ͳ͍ɽ2 ճҎ߱ͷ. άϧʔϓʣͱߴ͍ 20 ਓʢ্Ґάϧʔϓʣͷ 2 άϧʔϓʹ. λεΫͰָ֤ޘཁૉͷΈ߹ΘͤΛ 2 ճͣͭఏࣔ͢Δɽ. ͚ͯ࡞ޮۀΛධՁ͢Δɽ. 5. ݁Ռ. 5.2 ࡞ۀʹΑΔྨ. 5.1 ඃऀݧશһ. ࡞ۀͷԼҐάϧʔϓͱ্Ґάϧʔϓͷ࡞ۀͱ. ਤ 4 ʹඃऀݧશһͷ࡞ۀɼਤ 5 ʹ࡞ۀਫ਼Λࣔ͢ɽ. ࡞ۀਫ਼ͷฏۉΛද 4 ʹࣔ͢ɽԼҐάϧʔϓશͯͷ. ਤ͍ͣΕɼ֤ඃऀݧͷʠͳ͠ʡʹ͓͚ΔฏۉͰਖ਼ن. ָޘཁૉͷΈ߹ΘͤͰ࡞ۀ͕ 2%Ҏ্্͍ͯ͠. Խ͓ͯ͠Γɼਖ਼ͷָޘཁૉʹΑ্ͬͯͨ͜͠ͱɼෛ. Δɽಛʹࣗͱͷڝ૪ͷΈɼऩूͷΈΛ༩ͨ͠ͱ͖ʹ. ͷָޘཁૉʹΑͬͯԼͨ͜͠ͱΛࣔ͢ɽ. 9.2%ͱେ্͖͘͠ɼͳ͠ͱͷ༗ҙࠩʢͦΕͧΕ p=0.006ɼ. ਤ 4 ͍ͣΕͷָޘཁૉʹ͓͍ͯ࡞ۀͷ্͕. p=0.007ʣ͕ݟΒΕͨɽҰํͰɼࣗͱͷڝ૪ͱऩूͷ 2. −50%͔Β 50%ఔͱେ͖͘ࢄ͍ͯ͠Δ͜ͱΛ͍ࣔͯ͠. ͭΛؚΉΈ߹Θͤʹ͍ͭͯࣗऩͰ 4.2%(p=0.1)ɼଞ. Δɽதԝ͕࠷ߴ͍ࣗͱͷڝ૪ (6.0%) ʹ͓͍ͯɼޘ. ࣗऩͰ 3.4%(p=0.2) ͱݸผʹཁૉΛ༩ͨ͠ͱ͖ΑΓ. ָཁૉͷ༩ʹΑͬͯ࡞ۀ্͕ͨ͠ͱߟ͑ΒΕΔɽ. ͘ɼͳ͠ͱͷ༗ҙࠩݟΒΕͳ͔ͬͨɽ্Ґάϧʔϓͷ࡞. ͔͠͠ɼָޘཁૉͳ͠ͱࣗͱͷڝ૪ͷ 2 ʹ܈ର͠ t ݕఆ. ۀଞऀͱͷڝ૪Ͱ −1.6%(p=0.5)ɼࣗͱͷڝ૪Ͱ. ʢ༗ҙਫ४ 5%ʣΛߦͬͨ݁Ռɼp=0.08 Ͱ༗ҙͳࠩݟΒ. −1.9%(p=0.4) Լ͠ɼ2 ͭͷཁૉΛಉ࣌ʹ༩ͨ͠ͱ͖. Εͳ͔ͬͨɽਤ 5 ͍ͣΕͷָޘཁૉʹ͓͍ͯ࡞ۀਫ਼. 1.1%(p=0.5) ্͕͍ͨͣ͠Ε༗ҙࠩݟΒΕͳ͔ͬͨɽ. ͷ্͕ −40%͔Β 20%ఔʹେ͖͘ࢄ͍ͯ͠Δ͜ͱ. ͜ΕΒͷ݁ՌɼෳͷָޘཁૉͷΈ߹ΘͤʹΑΔޮ. Λ͍ࣔͯ͠Δɽதԝ͍ͣΕͷཁૉʹ্͓͍ͯ. Ռݸʑͷ୯७ͳՃࢉͰͳ͍͜ͱΛ͍ࣔࠦͯ͠Δɽͨ͠. 1%ະຬͱͳΓɼָޘཁૉͳ͠ͱͷؒʹ༗ҙࠩݟΒΕͳ. ͕ͬͯɼָޘੑʹΑΔ࡞ࢧۀԉγεςϜΛ։ൃ͢Δࡍɼ. ͔ͬͨɽ. ࡞ޮۀΛߴΊΔͱظ͞ΕΔָޘཁૉΛશͯऔΓೖΕΔ. ͜ΕΒͷ݁ՌָޘཁૉʹΑΔ࡞ޮۀͷมԽʹ͍ͭͯ ݸਓ͕ࠩେ͖͍͜ͱΛ͍ࣔͯ͠Δɽ࡞ʹޮۀ͕͋ݶ. ͷͰͳ͘ɼΈ߹ΘͤʹΑΔޮՌΛධՁ͢Δඞཁ͕͋Δ ͱߟ͑ΒΕΔɽ. Δͱߟ͑ΒΕΔͨΊɼָޘཁૉ͕ͳ͍߹ʹ͓͍ͯ࡞ۀ. ·ͨɼ্ҐάϧʔϓશͯͷָޘཁૉͷΈ߹ΘͤͰԼ. ޮͷߴ͍ඃऀݧɼָޘཁૉ͕༩͞Εͨ߹ʹ͓͍ͯ. ҐάϧʔϓΑΓ࡞ۀͷ্͕͍ɽಛʹऩूͷཁૉ. ࡞্͕ͣͤޮۀɼҰ෦ͷඃͰऀݧԼͨ͠Մೳੑ͕. ΛؚΉ 4 ͭͷΈ߹ΘͤͰָޘཁૉͳ͠ʹൺͯ࡞ۀ. ͋ΔɽҰํͰɼָޘੑΛ༩ͨ͜͠ͱͰ࡞ۀ͕ 50%Ҏ. ͕Լ͓ͯ͠Γɼ࠷࡞ۀͷԼͨ͠ऩूͰ. ্্ͨ͠ඃऀݧ࡞ۀਫ਼͕ 20%Ҏ্্ͨ͠ඃ͕ऀݧ. −4.4%ͱ༗ҙͳࠩ (p=0.04) ͕ݟΒΕͨɽ͜ͷݪҼͱͯ͠ɼ. ݟΒΕͨɽ͜ͷ͜ͱ͔Βɼָޘཁૉ͕ແ͍߹ʹ͓͍ͯ࡞. ͯ͢ͷ࣮ͷ֫ಘʹඞཁͳਖ਼ղͰ͋Δ 75 Λ͑ͨඃ. ͕ޮۀ͍ඃऀݧɼָޘཁૉͷ༩Ͱ࡞͕ޮۀେ͖. ͕ऀݧ2 ໊͍ͨ͜ͱ͕͛ڍΒΕΔɽશλεΫऴྃޙͷΞϯ. ্ͨ͘͠Մೳੑ͕͋Δɽͦ͜Ͱɼָޘཁૉͳ͠ʹ͓͚Δ. έʔτʹ͓͍ͯɼ ʠύωϧΛ 25 ݸҎ্Ί͘Δ͜ͱ͕Ͱ͖. ࡞ۀͱ࡞ۀਫ਼ͦΕͧΕʹ͍ͭͯɼ͍ 20 ਓʢԼҐ. ͣϞνϕʔγϣϯ͕Լ͕ͬͨʡͱ͍͏ҙݟ͕ݟΒΕͨɽ্. ϮϬ ϭϬ. ϱϬ. Ϭ ྥୖ⋡. ྥୖ⋡. й. Ϭ. ͲϭϬ. й ͲϮϬ ͲϯϬ. ͲϱϬ ͲϰϬ . ⮬. . ⮬. . ⮬. ⮬. . ⮬. ፗᴦせ⣲. ਤ 4. ࡞ۀͷ্. ⓒ 2014 Information Processing Society of Japan. . ⮬. . ⮬. ⮬. ፗᴦせ⣲. ਤ 5. ࡞ۀਫ਼ͷ্. 5.
(6) Vol.2014-EC-34 No.7 2014/12/20. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report ද 4. ࡞ۀͷ্ҐʗԼҐάϧʔϓʹ͓͚Δ্. ۀ͕͍ਓͷ࡞ۀΛ 3.4%͔Β 9.2%্ͤ͞Δޮ. ࡞ۀ [%]. ࡞ۀਫ਼ [%]. Έ߹Θͤ. ԼҐ. ্Ґ. ԼҐ. ্Ґ. ଞ. 2.2. −1.6. 0.7. −0.2. ࣗ. 9.2. 0.9. ࢧۀԉγεςϜΛ։ൃ͢ΔࡍɼγεςϜʹऔΓೖΕΔޘ. −1.9. −0.2. ָཁૉͷΈ߹Θͤࢧԉ͢ΔϢʔβͷೳྗΛߟྀ͢Δඞ. ද 5. Ռ͕͋ΔҰํͰɼ࡞ۀ͕͍ਓͷ࡞ۀΛ 1.2%͔ Β 4.4%Լͤͨ͞ɽຊڀݚͷ݁Ռ͔ΒɼָޘੑʹΑΔ࡞. ऩ. 9.2. −4.4. −1.7. −0.7. ଞࣗ. 5.7. 1.1. −0.5. 0.2. ଞऩ. 6.4. −2.4. −1.2. −0.6. ຊͰڀݚ࣌ؒͷ୯७࡞ۀΛࢧԉରͱ࣮ͯ͠ݧΛ. ࣗऩ. 4.2. −2.2. −3.6. −0.5. ߦͬͨɽ࣌ؒͷ࡞ۀɼϓϩάϥϛϯάɼυΩϡϝϯτ. ଞࣗऩ. 3.4. −1.2. −0.6. −0.1. ࡞ͳͲͷෳࡶͳ࡞͍͓ͯʹۀຊͱڀݚҟͳΔ݁Ռ͕. ࡞ۀਫ਼ͷ্ҐʗԼҐάϧʔϓʹ͓͚Δ্. ཁ͕͋Δͱߟ͑ΒΕΔɽ. ಘΒΕΔՄೳੑ͕͋Δɽ·ͨɼָޘཁૉʹ࡞ۀਫ਼Λ༻͍ ͨͱ͖ͷޮՌͷܭଌʹ͍ͭͯࠓޙͷ՝Ͱ͋Δɽࠓޙͷ. ࡞ۀ [%]. ࡞ۀਫ਼ [%]. Έ߹Θͤ. ԼҐ. ্Ґ. ԼҐ. ্Ґ. లͱͯ͠ɼۚમతͳใुͱͷൺֱ͕͛ڍΒΕΔɽ࡞ऀۀ. ଞ. −1.2. 1.9. 1.3. −0.8. ʹର͢Δۚમతͳใु࡞ۀҙཉޮ্ͷํ๏ͱͯ͠. ࣗ. 3.2. 4.0. 1.6. −0.9. ҰൠతͰ͋Δ͕ɼతͳࣗൃੑΛԼͤ͞Δͱ͍͏ڀݚ. ऩ. 4.3. 0.4. −0.3. −2.1. ଞࣗ. ͋Δ [11]ɽָޘੑͱۚમతใुʹΑΔ࡞ޮۀͷมԽΛൺ. 3.3. 3.4. 0.3. −0.7. ଞऩ. 0.1. 3.9. ֱ͠ɼήʔϛϑΟέʔγϣϯͷޮՌΛ໌Β͔ʹ͢Δ͜ͱ. −0.6. −1.2. ࣗऩ. 1.2. 0.9. ༗ҙٛͳڀݚରͰ͋Δɽ. −2.9. −1.2. ଞࣗऩ. 2.3. 0.0. 0.5. −1.2. ࢀߟจݙ Ґάϧʔϓͷඃऀݧ࣮ΛूΊΔ͜ͱ͕༰қͰɼԼҐά. [1]. ϧʔϓͷඃʹऀݧൺͯޮՌ͕Լͨ͠ͱߟ͑ΒΕΔɽޘ ָੑʹΑΔ࡞ࢧۀԉγεςϜΛ։ൃ͢Δࡍʹɼࢧԉର. [2]. ͱͳΔϢʔβͷಛੑΛௐ্ࠪͨ͠ͰϢʔβؒͷޮ͕ࠩେ ͖͍ͱ͖ʹࢧԉରΛݶఆ͢Δඞཁ͕͋Δͱߟ͑ΒΕΔɽ. [3]. 5.3 ࡞ۀਫ਼ʹΑΔྨ ࡞ۀਫ਼ͷԼҐάϧʔϓͱ্Ґάϧʔϓͷ࡞ۀͱ ࡞ۀਫ਼ͷฏۉΛද 5 ʹࣔ͢ɽ্ҐάϧʔϓͰɼશ. [4]. ͯͷָޘཁૉͷΈ߹Θͤʹ͓͍ͯ࡞ۀਫ਼͕ 0.7%͔Β. 2.1%Լ͠ɼશͯͷΈ߹ΘͤͰָޘཁૉͳ͠ͱ༗ҙࠩ (p<0.05) ͕ݟΒΕͨɽ͜ͷ݁Ռ୯७࡞ۀΛਖ਼֬ʹ͜ͳ͢. [5]. ਓָޘੑΛ༩͢Δ͜ͱͰ࡞ۀਫ਼͕Լ͢Δ͜ͱΛࣔ ͍ࠦͯ͠Δɽຊߘͷ࣮Ͱݧ͍ͣΕͷָޘཁૉʹ͓͍ͯ. [6]. ओʹਖ਼ղΛ༻͍͍ͯΔͨΊɼඃۀ࡞͕ऀݧਫ਼͕Լ͠ ͯͰਖ਼ղΛ૿ͦ͏ͱͨ͠ͱߟ͑ΒΕΔɽԼҐάϧʔ ϓͰ −2.9%͔Β 1.6%ͱָޘཁૉʹΑͬͯҧ͍͕ݟΒΕ. [7] [8]. ͕ͨɼ͍ͣΕͷΈ߹Θͤʹָ͓͍ͯޘཁૉͳ͠ͱͷ༗ ҙࠩݟΒΕͳ͔ͬͨɽ࡞ۀਫ਼ʹର͢ΔָޘཁૉͷޮՌ ʹ͍ͭͯࠓޙͷ՝Ͱ͋Δɽ. 6. ͓ΘΓʹ ຊͰڀݚήʔϛϑΟέʔγϣϯʹΑΔ࡞ޮۀͷ্ ޮՌΛ໌Β͔ʹ͢ΔͨΊʹɼଞऀͱͷڝ૪ɼࣗͱͷڝ૪ɼ ऩूͷ 3 ͭͷָޘཁૉͱͦͷΈ߹ΘͤΛ࣮ͨ͠γες. [9] [10]. [11]. ਆഅ߽, ੴా࣮, Լ༟࢘, “ސ٬ΛੜΈग़͢Ϗδωε৽ ઓུ ήʔϛϑΟέʔγϣϯ”, େग़൛, 2012. ຊ౸, ദҰক, ২ଜ༑ඒ, ौ୩༤, ௰Յ, “Weekend BattleɿΤϯλςΠϯϝϯτੑͷ࡞ڥۀͷఏʹڙΑΓ ࡞ۀҙཉΛҡ্࣋ͤ͞ΔγεςϜ”, ώϡʔϚϯΠϯλ ϑΣʔεֶձจࢽ, Vol. 8, No. 3, pp. 331–342, 2006. M. S. El-Nasr, L. Andres, T. Lavender, N. Funk, N. Jahangiri, and M. Sun, “Igniteplay: Encouraging and Sustaining Healthy Living through Social Games”, In Proc. International Games Innovation Conference 2011, pp. 23–25, 2011. L. Singer and K. Schneider, “It Was a Bit of a Race: Gamification of Version Control,” In Proc. 2nd International Workshop on Games and Software Engineering, pp. 5–8, 2012. ङᠳ, ౡ, ٢, “༻ྫධՁͷϞνϕʔγϣϯҡ࣋ ࢧԉγεςϜʮ༻ྫͷʯͷ։ൃͱධՁ”, ใॲཧֶձ จࢽ, Vol. 53, No. 1, pp. 138–148, 2012. S. Rigby and R. Ryan. “Glued to Games: How Video Games Draw Us In and Hold Us Spellbound,” Greenwood Publishing Group, Inc., 2011. ϩδΣɾΧΠϤϫ, “༡ͼͱਓؒ”, ߨஊࣾ, 1990. ۚୢ, ౻Ԭ৽࣏, ࢁ্ਫ਼࣍, “ਤઆ ݱ৺ཧֶೖ”, ࣜגձࣾഓ෩ؗ, 2006. ্ण, “ಈڀݚ͚ͮػͷ࠷લઢ”, େ࿏ॻ, 2004. S. Reiss, “Who Am I?: The 16 Basic Desires That Motivate Our Behavior and Define Our Personality,” Berkley Trade, 2002. K. Murayama, M. Matsumoto, K. Izumab, and K. Matsumoto, “Neural Basis of the Undermining Effect of Monetary Reward on Intrinsic Motivation,” In Proc. National Academy of Sciences of the United States of America, Vol. 107, No. 49, pp. 20911–20916, 2010.. ϜΛ༻͍ͨඃݧ࣮ऀݧΛߦͬͨɽ࣮ݧͷ݁Ռɼ࡞ۀ͕ ͍ਓʹ͍ͭͯɼࣗͱͷڝ૪ऩूͰ࡞ۀ͕ 9.2% ্͢ΔҰํͰɼ2 ͭΛΈ߹ΘͤΔͱ 4.2%ͷ্ͱޮՌ͕ Լͨ͠ɽ·ͨɼऩूͷཁૉΛؚΉγεςϜʹ͍ͭͯɼ࡞. ⓒ 2014 Information Processing Society of Japan. 6.
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