{"created":"2023-12-25T09:01:33.758283+00:00","id":2000584,"links":{},"metadata":{"_buckets":{"deposit":"7b31105e-215d-4bda-b9ed-7d8496dc195f"},"_deposit":{"created_by":8,"id":"2000584","owners":[8],"pid":{"revision_id":0,"type":"depid","value":"2000584"},"status":"published"},"_oai":{"id":"oai:chuo-u.repo.nii.ac.jp:02000584","sets":["261:1703494410140"]},"author_link":[],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2023-09-30","bibliographicIssueDateType":"Issued"},"bibliographicPageEnd":"162","bibliographicPageStart":"153","bibliographicVolumeNumber":"26","bibliographic_titles":[{"bibliographic_title":"政策文化総合研究所年報","bibliographic_titleLang":"ja"}]}]},"item_10002_description_19":{"attribute_name":"フォーマット","attribute_value_mlt":[{"subitem_description":"application/pdf","subitem_description_type":"Other"}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":" 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.\n 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.","subitem_description_language":"en","subitem_description_type":"Abstract"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"中央大学政策文化総合研究所","subitem_publisher_language":"ja"}]},"item_10002_rights_15":{"attribute_name":"権利","attribute_value_mlt":[{"subitem_rights":"この資料の著作権は、資料の著作者または学校法人中央大学に帰属します。著作権法が定める私的利用・引用を超える使用を希望される場合には、掲載誌発行部局へお問い合わせください。","subitem_rights_language":"ja"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1344-2902","subitem_source_identifier_type":"ISSN"}]},"item_10002_version_type_20":{"attribute_name":"著者版フラグ","attribute_value_mlt":[{"subitem_version_resource":"http://purl.org/coar/version/c_970fb48d4fbd8a85","subitem_version_type":"VoR"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"冨樫,耕平","creatorNameLang":"ja"},{"creatorName":"トガシ,コウヘイ"},{"creatorName":"TOGASHI,Kohei"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_access","filename":"1344-2902_26_153-162.pdf","mimetype":"application/pdf","url":{"url":"https://chuo-u.repo.nii.ac.jp/record/2000584/files/1344-2902_26_153-162.pdf"},"version_id":"e15faf1a-400d-4f3c-93c9-8450cfb29dcf"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲーミフィケーション","subitem_subject_language":"ja","subitem_subject_scheme":"Other"},{"subitem_subject":"行動分析学","subitem_subject_language":"ja","subitem_subject_scheme":"Other"},{"subitem_subject":"随伴性","subitem_subject_language":"ja","subitem_subject_scheme":"Other"},{"subitem_subject":"強化","subitem_subject_language":"ja","subitem_subject_scheme":"Other"},{"subitem_subject":"行動分析学的ゲーミフィケーション","subitem_subject_language":"ja","subitem_subject_scheme":"Other"},{"subitem_subject":"gamification","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"behavior analysis","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"contingency","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"reinforcement","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"behavior-analytic gamification","subitem_subject_language":"en","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_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──","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_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──","subitem_title_language":"ja"},{"subitem_title":"Gamification and Applied Behavior Analysis: A Potential for “Behavior-Analytic Gamification”","subitem_title_language":"en"}]},"item_type_id":"10002","owner":"8","path":["1703494410140"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2023-12-25"},"publish_date":"2023-12-25","publish_status":"0","recid":"2000584","relation_version_is_last":true,"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──"],"weko_creator_id":"8","weko_shared_id":-1},"updated":"2023-12-25T09:01:41.150066+00:00"}