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1 2011 M

2 2011 : M Schell Interest curve Schell Chan FPS Schell Interest curve Chan FPS Chan Chan Chan Chan

3 Chan FPS PCHI I

4 1 1.1 [1] Hullett [2] FPS 1

5 FPS Game Developer s Conference GDC GDC Vault Digital Games Research Association DiGRA LeBlanc [3] Valve Software[4] 2

6 Left4Dead Feil[5] Schell[6] interest curve Schell interest curve Valve Software Feil Schell interest curve Chan[7] FPS interest curve Chan FPS Chan FPS 2D Chan 1 2 Chan Chan 3

7

8 [8] [9] beatmania [10] [11] BGM Rez[12] [13] 5

9 図 2.1: beatmaniaiidx 1999,KONAMI 図 2.2: 太鼓の達人 , ナムコ 最後となる 3 つ目のタイプは プロシージャル技術を用いたタイプのゲームで ある ゲームにおけるプロシージャル技術とは一般に自動生成のことを指したも ので このタイプの音楽ゲームは CD や楽曲のデータ等 音楽のデータを用いて ゲームステージ等を自動生成する CD の波形データからステージを生成するビブ リボン [14] 等がある 2.2 本研究の対象となるリズムゲーム 2.1 節で紹介した 2 つ目と 3 つ目のタイプのゲームに関しては 音楽ゲーム以外 のジャンルの要素を含む また 各々のゲームのルールに差がありすぎるため 本 研究で取り扱うのは適切ではない その上 音楽ゲームの中では 1 つ目のタイプ が大多数を占め 一般に音楽ゲームといえば 1 つ目のタイプのリズムゲームを連 想することが多い また Martin らの研究 [15] では 音楽ゲームにおいて各々が 相互作用する 7 つの要素を分析し これらの要素を振り分けることで既存の音楽 ゲームのパターン化を行っている その結果から 音楽ゲームはリズムゲームと 6

10 DX [11] 2 1 -Project DIVA- Diva [16] 7

11 Diva 4 Diva 8

12 3 Chan Chan (electroencephalogram EEG) 9

13 [17] : δ θ α β [17] δ 0.5-4Hz 10

14 θ 4-8Hz α 8-13Hz α β β 13-40Hz 3.3 Chan NeuroSky Mindset[18] 3.2 Mindset MindSet 3.2: Mindset Neurosky 11

15 MindSet NeuroSky esense [19] Mindset 1 esense 2 NeuroSky [19] [20] Chan esense [21] NeuroSky BIOPAC SYSTEM 12

16 NeuroSky MindSet [21] 13

17 4 Chan FPS Chan FPS 4.1 Chan Chan Chan Point of High Interest( PHI) PHI PHI Chan Chan PHI Chan PHI Points of Common High Interest PCHI PCHI Chan 2 14

18 1. PCHI 2. PCHI 4.2 FPS 4.1 PCHI Chan FPS 6 15

19 : FPS 16

20 PSP PSP PC 17

21 PSP Mindset PSP Web PSP PCHI PCHI PCHI PCHI : PCHI PCHI 18

22 PHI PCHI PCHI Chan PCHI Factors of Interest FOI FOI-1 FOI-2 FOI-3 FOI 4.2 FPS Chan FOI FOI FOI-3 FOI

23 5.2: FOI-1 5.3: FOI-2 20

24 5.4: FOI-3 5.1: FOI FOI Trigger of FPS FOI-1 FOI-2 FOI Diva Diva 21

25 FOI-2 Diva 1 Diva FOI FOI FOI : FOI-1 FOI-1 FOI-2 22

26 5.6 2 FOI-2 5.6: FOI-2 FOI-2 FOI FOI-3 FOI-3 A C B D FOI 23

27 5.7: FOI-3 24

28 6 FOI Chan Chan intrest curve 25

29 26

30 [1] Edward Byrne. Game Level Design. Game Development Series. Charles River Media, [2] Kenneth Hullett and Jim Whitehead. Design patterns in fps levels. In Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG 10, pp , New York, NY, USA, ACM. [3] Hunicke Robin, Leblanc Marc, and Zubek Robert. MDA: A Formal Approach to Game Design and Game Research [4] Michael Booth. The ai systems of left 4 dead Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. [5] John Feil and Marc Scattergood. Beginning Game Level Design. Premier Press Game Development. Course Technology, [6] Jesse Schell. Understanding entertainment: story and gameplay are one. Comput. Entertain., Vol. 3, pp. 6 6, January [7] Kenneth Chan. fps.,,

31 [8].. PG1060.pdf. CEDEC2009. [9] Sony Computer Entertainment Inc., Video Game. [10] Ltd. Konami Digital Entertainment Co. beatmania, Video Game. [11] NAMCO BANDAI Games Inc., Video Game. [12] SEGA Corporation. Rez, Video Game. [13] Q Entertainment Inc., Video Game. [14] Sony Computer Entertainment Inc., Video Game. [15] Martin Pichlmair and Fares Kayali. Levels of sound: On the principles of interactivity in music video games. In Baba Akira, editor, Situated Play: Proceedings of the 2007 Digital Games Research Association Conference, pp , Tokyo, September The University of Tokyo. [16] SEGA Corporation. -project diva-, Video Game. [17]. -., [18] NeuroSky Inc. Mindset. EEG device. [19] NeuroSky Inc. Mindset. mindset instruction manual jp.pdf. 28

32 [20],,,.., Vol. 9, No. 34, pp , [21] NeuroSky Inc. Neurosky s esense meters and detection of mental state. l809fde40-0fa6-4ab6-b7ad-2ec27027e4e, EEG device. 29

24 Vol. 1 2 5 7 9 0 A C E http://www.nttdocomo.co.jp/ corporate/eco/ http://www.ana.co.jp/ 1 0120-029-222 2 http://www.ana.co.jp/ 3 http://www.ana.co.jp/ Q1 A1 150 100 50 0 135 144 181 192 169 159

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