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 publicationCross-Cultural Design - 6th International Conference, CCD 2014, Held as Part of HCI International 2014, Proceedings
PublisherSpringer Verlag
Pages786-797
Number of pages12
ISBN (Print)9783319073071
DOIs
Publication statusPublished - 2014 Jan 1
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, Greece
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)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference6th International Conference on Cross-Cultural Design, CCD 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014
CountryGreece
CityHeraklion, Crete
Period14/6/2214/6/27

Keywords

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

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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    Sakamoto, M., & Nakajima, T. (2014). The GamiMedia model: Gamifying content culture. In Cross-Cultural Design - 6th International Conference, CCD 2014, Held as Part of HCI International 2014, Proceedings (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