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  • ~大学生を対象とした一次調査~
    林 敏浩
    日本科学教育学会研究会研究報告
    2022年 36 巻 6 号 69-72
    発行日: 2022/06/04
    公開日: 2022/06/01
    研究報告書・技術報告書 フリー

    近年,オンライン小説(Web小説)として,ファンタジー世界(異世界)を対象とする作品が多く発表されている.特に,異世界モノの漫画や小説が書店にあふれており,同ジャンルのアニメ番組が多く放映されており,現在の若者を中心とする文化の一角になっている.本研究では,ファンタジー世界に登場する魔法の原理や仕組みを説明することを課題として,現実の物理法則だけでの説明や少ない仮説の導入での説明を試行錯誤する教育実践の設計を試行する.そのため,本研究の初期フェーズとして,このようなメディアに日常的に触れている若者世代(大学生)がファンタジー世界の魔法現象に関してどのようにその原理を理解しているか調査を行っている.本稿では魔法現象の科学的解釈に関する質問紙調査による一次調査結果について報告する.

  • 蒋 博文, 王 亦軒
    日本経営学会誌
    2020年 45 巻 67-80
    発行日: 2020年
    公開日: 2021/09/01
    ジャーナル フリー

     This research is an empirical study that investigates and verifies the role played by user interaction in the process of creating highly competitive online content. Using online platforms, an unspecified number of users generate a variety of content, including text, software, animation, illustrations, and music. In recent years, this content has not only been held within the communities but also sold in the market. It is now common for some amateur content to gain market competitiveness equal to or better than professionally created content. We examine the influence of interaction between users on the quality and creation pace of content during the content creation process. To answer this question, we explored the Japanese light novel market and tested the mechanism of high-quality content generation on an online platform. Based on previous research, we divided the generation mechanism of content (novels) online by “the reason for producing competitive and high-quality works” and “the reason for maintaining the user’s creation pace.” Then, we built the four hypotheses and used statistical analysis to prove them. Regarding the “effects of UGC (user-generated content) in the art field” mentioned in the previous research, we found it was difficult to improve the quality of a novel through the exchanging of opinions between users, as the novels contain many subjective factors. On the other hand, our results showed that even before a novel was put onto the market, the platform could predict the future popularity of it. We also proved that qualitative information such as user comments could motivate human behavior, compared with quantitative information, such as evaluation rates. Finally, we found that the online evaluation rate had a positive effect on content selection, and that the comment feature had a positive effect on the writer’s creative pace. Thus, developing mutually complementary functions of a platform is an important managerial practice to promote interaction between users and generate competitive UGC.

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