Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
11th Annual Conference
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Interactive session
GTIGA: Gamification based Training of Idea Generation and Acquisition
*Taiga KATO*Kazuaki HARADA*Yoshihisa KANEMATU*Ryuta MOTEGI*Koji MIKAMI
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 149-152

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Abstract
The planning process is important in game production. For this reason, there are studies that have attempted to improve the planning skills of game production. Most of them are done in groups, and it is difficult for students and beginners in game development to work on them actively and continuously. Therefore, this study focused on gamification to support the training of individual game idea generation. Using gamification, we developed the GTIGA system, which enables individuals to enjoy repeated training of idea generation. Then we conducted an evaluation experiment using the system. As a result, 80% of the users enjoyed the system. In addition, 80% of the users stated that they would like to continue using the system.
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© DiGRA JAPAN
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