A case of design and practice of lifestyle-related diseases game: - How gaming interaction promotes collective intelligence -

Aiko Hibino*, Arisa Ema, Akifumi Ueda, Reiko Hishiyama

*この研究の対応する著者

研究成果: Article査読

1 被引用数 (Scopus)

抄録

Gaming as a tool benefits communication and education process within groups. This paper introduces a face-to-face negotiation game developed by the authors. This game deals with a health-care dilemma involving a businessperson's work life and personal life. Players as a businessperson are tempted to work hard to get a promotion, however, at the same time, a person has to negotiate and find balance at work and in healthy life. This paper illustrates unique settings of a design and practice of the lifestyle modification game by examining a case study. Two versions with a different structure of player interaction were created in order to discuss issues on bridging gaming method and collective intelligence. One is the design for multi-layered interaction among players and the other is based on one-on-one communication between businessperson player and tempter player. Practices of the lifestyle modification gaming with two versions were evaluated through a questionnaire survey given to university students. Although a gaming field with multilayered interaction generated laughter in the communication, it was suggested that the sum of interaction and the creation of new ideas was not necessary correlated.

本文言語English
ページ(範囲)211-218
ページ数8
ジャーナルJournal of Japan Industrial Management Association
65
3
出版ステータスPublished - 2014

ASJC Scopus subject areas

  • 戦略と経営
  • 経営科学およびオペレーションズ リサーチ
  • 産業および生産工学
  • 応用数学

フィンガープリント

「A case of design and practice of lifestyle-related diseases game: - How gaming interaction promotes collective intelligence -」の研究トピックを掘り下げます。これらがまとまってユニークなフィンガープリントを構成します。

引用スタイル