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  1. 210 大学院現代社会文化研究科
  2. 20 紀要
  3. 01 現代社会文化研究
  4. 第62号
  1. 0 資料タイプ別
  2. 03 紀要論文

ヘルスケアサービスとゲーミフィケーションの親和性 : ユーザー特性に着目して

http://hdl.handle.net/10191/41801
http://hdl.handle.net/10191/41801
e92f58d4-3409-4dbd-8e59-7a3a566ae08d
名前 / ファイル ライセンス アクション
62_303-320.pdf 62_303-320.pdf (935.7 kB)
Item type 紀要論文 / Departmental Bulletin Paper(1)
公開日 2016-04-25
タイトル
タイトル ヘルスケアサービスとゲーミフィケーションの親和性 : ユーザー特性に着目して
タイトル
言語 en
タイトル ヘルスケアサービスとゲーミフィケーションの親和性 : ユーザー特性に着目して
言語
言語 jpn
キーワード
主題Scheme Other
主題 ヘルスケアサービス
キーワード
主題Scheme Other
主題 ゲーミフィケーション
キーワード
主題Scheme Other
主題 フィットネスクラブ
キーワード
主題Scheme Other
主題 インスタントイノベーション
資源タイプ
資源 http://purl.org/coar/resource_type/c_6501
タイプ departmental bulletin paper
その他のタイトル
その他のタイトル The Health Care Service and the Compatibility of Gamification : Focused to the Characteristics of Users
著者 藤田, 美幸

× 藤田, 美幸

WEKO 55759

藤田, 美幸

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著者別名
識別子 55760
識別子Scheme WEKO
姓名 Fujita, Miyuki
抄録
内容記述タイプ Abstract
内容記述 In this study, the researcher experiments to prove the health care service of Gamification.Gamification describes the broad trend of applying game mechanics to non-game environments to motivate people and change behavior. Companies to improve performance of training and employee, takes advantage of the gamification. In addition, this can be used to improve the health of employees. The result posits that improved health care services of gamification will enhance people’s health activity. Motivation of health care services will be inspired by offering extrinsic and intrinsic rewards to direct behavioral changes. The health care service must start exploring opportunities to use gamification to increase engagement with people. Understanding how to apply gamification mechanics to motivate positive behavioral change is critical and important to health of people.
書誌情報 現代社会文化研究
en : 現代社会文化研究

巻 62, p. 303-320, 発行日 2016-03
出版者
出版者 新潟大学大学院現代社会文化研究科
ISSN
収録物識別子タイプ ISSN
収録物識別子 13458485
書誌レコードID
収録物識別子タイプ NCID
収録物識別子 AN1046766X
著者版フラグ
値 publisher
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