The GamiMedia model: Gamifying content culture

Mizuki Sakamoto, Tatsuo Nakajima

研究成果: Conference contribution

6 被引用数 (Scopus)

抄録

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.

本文言語English
ホスト出版物のタイトルCross-Cultural Design - 6th International Conference, CCD 2014, Held as Part of HCI International 2014, Proceedings
出版社Springer Verlag
ページ786-797
ページ数12
ISBN(印刷版)9783319073071
DOI
出版ステータスPublished - 2014 1 1
イベント6th 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
継続期間: 2014 6 222014 6 27

出版物シリーズ

名前Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
8528 LNCS
ISSN(印刷版)0302-9743
ISSN(電子版)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
国/地域Greece
CityHeraklion, Crete
Period14/6/2214/6/27

ASJC Scopus subject areas

  • 理論的コンピュータサイエンス
  • コンピュータ サイエンス(全般)

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