{"created":"2023-05-15T11:44:38.758216+00:00","id":2978,"links":{},"metadata":{"_buckets":{"deposit":"7fbafd0c-d255-4782-9a43-fdca7c3103c7"},"_deposit":{"created_by":10,"id":"2978","owners":[10],"pid":{"revision_id":0,"type":"depid","value":"2978"},"status":"published"},"_oai":{"id":"oai:nuis.repo.nii.ac.jp:00002978","sets":["8:91:95"]},"author_link":["3222","3221"],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2019-04-01","bibliographicIssueDateType":"Issued"},"bibliographicPageEnd":"151","bibliographicPageStart":"141","bibliographicVolumeNumber":"2","bibliographic_titles":[{"bibliographic_title":"新潟国際情報大学経営情報学部紀要"},{"bibliographic_title":"Journal of Niigata University of International and Information Studies Faculty of Business and Informatics","bibliographic_titleLang":"en"}]}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":"In this research, the researcher developed “hybrid walking”- walking around town that combines gamification analog and digital with a narration of community resources. This walking around town increases the value of reginal resources. The researcher experiments to prove “hybrid walking” of gamification and narration. Narration evokes powerful emotions, inspires change and drives action. Gamification describes the broad trend of applying game mechanics to non-game environments to motivate people and alter their behaviors. This model experiment was done in Niigata City. Participants who increased social communication have a strong passion towards the town. Thus, they stayed longer, spent more money and they were satisfied than localresidents did. “Hybrid walking” enables town-walks to be more flexible so participants can move faster in developing their regional innovations in their dynamic environment.","subitem_description_type":"Abstract"}]},"item_10002_heading_23":{"attribute_name":"見出し","attribute_value_mlt":[{"subitem_heading_banner_headline":"【紀要論文】","subitem_heading_language":"ja"},{"subitem_heading_banner_headline":"<>","subitem_heading_language":"en"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"新潟国際情報大学経営情報学部"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2434-2939","subitem_source_identifier_type":"ISSN"}]},"item_10002_version_type_20":{"attribute_name":"著者版フラグ","attribute_value_mlt":[{"subitem_version_resource":"http://purl.org/coar/version/c_970fb48d4fbd8a85","subitem_version_type":"VoR"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤田, 美幸"},{"creatorName":"フジタ, ミユキ","creatorNameLang":"ja-Kana"}],"nameIdentifiers":[{"nameIdentifier":"3221","nameIdentifierScheme":"WEKO"}]},{"creatorNames":[{"creatorName":"FUJITA, Miyuki","creatorNameLang":"en"}],"nameIdentifiers":[{"nameIdentifier":"3222","nameIdentifierScheme":"WEKO"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2019-04-22"}],"displaytype":"detail","filename":"kiyo_2019.03.11.pdf","filesize":[{"value":"441.8 kB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"kiyo_2019.03.11","url":"https://nuis.repo.nii.ac.jp/record/2978/files/kiyo_2019.03.11.pdf"},"version_id":"05e4dae4-4634-4aeb-b804-856f031d0c60"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"hybrid walking","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"regional innovation","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"regional enhancement","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"gamification","subitem_subject_language":"en","subitem_subject_scheme":"Other"},{"subitem_subject":"narrative marketing","subitem_subject_language":"en","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_title":"ハイブリッドまちあるきによる地域資源の価値創造 ―「にいがたクエスト」を事例として―","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ハイブリッドまちあるきによる地域資源の価値創造 ―「にいがたクエスト」を事例として―"},{"subitem_title":"A Rebirth of Community Resources on Hybrid Walking around Town ― A Case Study of “Niigata Quest” ―","subitem_title_language":"en"}]},"item_type_id":"10002","owner":"10","path":["95"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-04-22"},"publish_date":"2019-04-22","publish_status":"0","recid":"2978","relation_version_is_last":true,"title":["ハイブリッドまちあるきによる地域資源の価値創造 ―「にいがたクエスト」を事例として―"],"weko_creator_id":"10","weko_shared_id":-1},"updated":"2023-05-15T12:49:52.908211+00:00"}