Project/Area Number |
16K00509
|
Research Category |
Grant-in-Aid for Scientific Research (C)
|
Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Entertainment and game informatics 1
|
Research Institution | Kanagawa Institute of Technology |
Principal Investigator |
|
Project Period (FY) |
2016-04-01 – 2019-03-31
|
Project Status |
Completed (Fiscal Year 2018)
|
Budget Amount *help |
¥4,420,000 (Direct Cost: ¥3,400,000、Indirect Cost: ¥1,020,000)
Fiscal Year 2018: ¥1,430,000 (Direct Cost: ¥1,100,000、Indirect Cost: ¥330,000)
Fiscal Year 2017: ¥1,170,000 (Direct Cost: ¥900,000、Indirect Cost: ¥270,000)
Fiscal Year 2016: ¥1,820,000 (Direct Cost: ¥1,400,000、Indirect Cost: ¥420,000)
|
Keywords | シリアスゲーム / ゲーミフィケーション / 食育 / 実世界型シリアスゲーム / 偏食克服 / バーチャルリアリティ / エンタテインメント |
Outline of Final Research Achievements |
We developed a serious game that changes children's eating behavior. To clear the game, a game player can not proceed the story of the game without actually eating the designated vegetables that children dislike, such as green peppers and carrots. By changing the storyline of the game according to the mastication frequency, increase of such frequency can also be expected. By using this system, it may be possible to overcome an unbalanced diet. As a result of this game, eighty percent of children who had an unbalanced diet resulted in eating the vegetables. From this, it was possible to show the possibility of triggering the change of eating behavior by using the game as bait.
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Academic Significance and Societal Importance of the Research Achievements |
本システムを用いることで必ず偏食が改善させるわけではないが、ゲームを通じて嫌いな飲食物を摂取する「きっかけ作り」が可能ではないかと考えている。好き嫌いの多くは過去の経験から「自分は食べられない」という思い込みであり、少しのきっかけから「食べられる」「食べられた」へと変化することが多い。本システムを用いることで、「ゲームをプレイしていたら、嫌いなものでも食べられた」という自信を持つことができる可能性があり、偏食を克服するきっかけづくりを提供できるのではないかと考える。
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