The GamiMedia model: Gamifying content culture

Mizuki Sakamoto, Tatsuo Nakajima

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    6 Citations (Scopus)

    Abstract

    In Japan, gamified media has recently become popular. Among Japanese youth, one manifestation of this trend is the expansion of original media content to create fanfic content. This process changes passive consumers into active agents with the ability to advance society. However, no model currently exists for discussing and analyzing this phenomenon in contemporary Japanese anime, comics, and games - media whose fictionality penetrates the real world. In this paper, we develop the GamiMedia model to addresses this need. Because the model explicitly accommodates transmedia storytelling concepts, it can be used to explain how the fictional stories in Japanese media content are extended into the real world. The model presented in the paper may aid the design of a digital-physical hybrid world that could improve our lifestyles.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    PublisherSpringer Verlag
    Pages786-797
    Number of pages12
    Volume8528 LNCS
    ISBN (Print)9783319073071
    DOIs
    Publication statusPublished - 2014
    Event6th International Conference on Cross-Cultural Design, CCD 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014 - Heraklion, Crete
    Duration: 2014 Jun 222014 Jun 27

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume8528 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other6th International Conference on Cross-Cultural Design, CCD 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014
    CityHeraklion, Crete
    Period14/6/2214/6/27

      Fingerprint

    Keywords

    • culture-based design
    • digital-physical hybrid design
    • game analysis

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Sakamoto, M., & Nakajima, T. (2014). The GamiMedia model: Gamifying content culture. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8528 LNCS, pp. 786-797). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8528 LNCS). Springer Verlag. https://doi.org/10.1007/978-3-319-07308-8_75