日本建築学会計画系論文集
Online ISSN : 1881-8161
Print ISSN : 1340-4210
ISSN-L : 1340-4210
ゲーミフィケーションによるまち歩きイベントの効果に関する研究
~豊川市諏訪地区におけるすごろくイベントを例として~
豊田 章起服部 敦岡本 肇
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ジャーナル フリー

2017 年 82 巻 734 号 p. 999-1008

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 We examined two effects of the event for looking around of town by gamification. The effects are following;
 a. The effect of mobilization for residents and stakeholders
 b. The effect to lead to step-up of machi-dukuri
 This examination is based upon the results of questionnaire for participants and shopkeepers which we have got in the event “Suwamati-real-sugoroku“ held in Suwa-district, the central area of Toyokawa City once a year from 2013 through 2015. We have committed to plan and management the event.
 In the previous efforts of machi-dukuri and local revitalization, the method of “looking around of town” has become popular as the effective method that make residents and stakeholders recognize assets and agendas of community or local area of the city.
 In many of he previous cases of looking around of the town, the specialist or the resident who know target area very well show the way in the town as a guide, and the number of participants has been small.
 We have held the event that leads many residents to looking around of the town in the central area of Toyokawa city by the gamification. We gemificated the event by expressing this town as a Japanese traditional board game, “Sugoroku”.
 In this study, we have four reasons for using Sugoroku game. These reasons are following;
 a. We, Japanese, can understand the style of the Sugoroku game intuitively and have the driving force by playing dice and advance mass. Thus, it is easy for many residents to participate in the event.
 b. Because it is not necessary to have knowledge, technology and acquirement, and to spend money and time for developing applications, we can hold and manage the event and many shopkeepers and other stakeholders can participate in the event.
 c. Participants can actually feel the distribution situation of the resources and other spatial characteristics of the town through looking around of town. Thus, we can expect to make residents recognize the town more correctly.
 d. Shopkeepers and other stakeholders can plan the contents of directions and manage the small events in the store which are expressed on the mass of Sugoroku board game. Thus, we can expect to elevate the autonomy of stakeholders.
 Through the event, we performed the questionnaire survey to participants and stakeholders, and the follow-up questionnaire, and recorded the behavior of the participants. From analysis of these results, we can confirm several effects, which are following;
 a. many residents participated in the event of looking around of the town
 b. many shopkeepers and other stakeholders participated in the event as operators
 c. participants were able to recognize spatial characteristics of the town
 d. stakeholders were able to elevate the autonomy for mati-dukuri

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