@article{oai:chuo-u.repo.nii.ac.jp:02000584, author = {冨樫,耕平 and トガシ,コウヘイ and TOGASHI,Kohei}, journal = {政策文化総合研究所年報}, month = {Sep}, note = {application/pdf, Gamification is the process of incorporating game design elements into everyday situations. Efforts incorporating gamification are increasing in fields such as education, medical care, and business. There are many studies supporting the effects of gamification. However, so called, gamification is not a new scientific discovery or a breakthrough in science. In addition, research in gamification is inconsistent in its research model, measurement of the factors under study, and theoretical basis (Koivisto & Hamari, 2019). On the other hand, the knowledge of applied behavior analysis based on basic experiments may be useful for the further development of gamification in the future. In addition, combining applied behavior analysis with an enhanced version of gamification will also help accelerate the spread of applied behavior analysis. In this paper, after explaining gamification and applied behavior analysis, I will consider the similarities and differences between gamification and applied behavior analysis. Also, I will propose “behavior analytic gamification,” that incorporates gamification with enhanced scientific rigor into applied behavior analysis.}, pages = {153--162}, title = {ゲーミフィケーションと応用行動分析学──「行動分析学的ゲーミフィケーション」の可能性──}, volume = {26}, year = {2023} }