Abstract
In recent years, the real and game worlds are increasingly interacting to each other, through developments and diffusion of various attempts such as serious games and gamification. This is at least partially because the real world is not such pleasurable as games - in somewhat dirty words, “sit (game) is real.” This comes from a quote of the main character in a Japanese anime “World God Only Knows.” In usual performance measurement of gamification, they measure how much game elements improved the real-world things; but in this study, the author tries the other way around. The author proposes “SIR” index, namely, an index that measures how much the real world is a sit-game. As a preliminary study, the author analyzes twitter data to explore what this expression actually means, and also attempts to extract the problems for actually calculating index.