{"created":"2021-03-01T06:11:20.006765+00:00","id":7374,"links":{},"metadata":{"_buckets":{"deposit":"90395155-a1ba-4dd7-ab47-6d66cd7d0dc5"},"_deposit":{"id":"7374","owners":[],"pid":{"revision_id":0,"type":"depid","value":"7374"},"status":"published"},"_oai":{"id":"oai:niigata-u.repo.nii.ac.jp:00007374","sets":["428:429:770:775","453:456"]},"item_7_alternative_title_1":{"attribute_name":"その他のタイトル","attribute_value_mlt":[{"subitem_alternative_title":"The Health Care Service and the Compatibility of Gamification : Focused to the Characteristics of Users"}]},"item_7_biblio_info_6":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2016-03","bibliographicIssueDateType":"Issued"},"bibliographicPageEnd":"320","bibliographicPageStart":"303","bibliographicVolumeNumber":"62","bibliographic_titles":[{"bibliographic_title":"現代社会文化研究"},{"bibliographic_title":"現代社会文化研究","bibliographic_titleLang":"en"}]}]},"item_7_description_4":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":"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.","subitem_description_type":"Abstract"}]},"item_7_full_name_3":{"attribute_name":"著者別名","attribute_value_mlt":[{"nameIdentifiers":[{"nameIdentifier":"55760","nameIdentifierScheme":"WEKO"}],"names":[{"name":"Fujita, Miyuki"}]}]},"item_7_publisher_7":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"新潟大学大学院現代社会文化研究科"}]},"item_7_select_19":{"attribute_name":"著者版フラグ","attribute_value_mlt":[{"subitem_select_item":"publisher"}]},"item_7_source_id_11":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN1046766X","subitem_source_identifier_type":"NCID"}]},"item_7_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"13458485","subitem_source_identifier_type":"ISSN"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤田, 美幸"}],"nameIdentifiers":[{"nameIdentifier":"55759","nameIdentifierScheme":"WEKO"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2019-08-06"}],"displaytype":"detail","filename":"62_303-320.pdf","filesize":[{"value":"935.7 kB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"62_303-320.pdf","url":"https://niigata-u.repo.nii.ac.jp/record/7374/files/62_303-320.pdf"},"version_id":"ae24b7ab-c19f-4993-ba0d-4e0c62ebb239"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ヘルスケアサービス","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲーミフィケーション","subitem_subject_scheme":"Other"},{"subitem_subject":"フィットネスクラブ","subitem_subject_scheme":"Other"},{"subitem_subject":"インスタントイノベーション","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":"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","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"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"},{"subitem_title":"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","subitem_title_language":"en"}]},"item_type_id":"7","owner":"1","path":["456","775"],"pubdate":{"attribute_name":"公開日","attribute_value":"2016-04-25"},"publish_date":"2016-04-25","publish_status":"0","recid":"7374","relation_version_is_last":true,"title":["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"],"weko_creator_id":"1","weko_shared_id":null},"updated":"2022-12-15T03:40:53.297163+00:00"}