{"created":"2023-05-15T09:55:41.408988+00:00","id":1564,"links":{},"metadata":{"_buckets":{"deposit":"62497171-c5ca-4b8c-87a8-9b71c50dea72"},"_deposit":{"created_by":16,"id":"1564","owners":[16],"pid":{"revision_id":0,"type":"depid","value":"1564"},"status":"published"},"_oai":{"id":"oai:lib.cku.repo.nii.ac.jp:00001564","sets":["1:177:217"]},"author_link":[],"item_5_biblio_info_9":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2021-06-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"64","bibliographicPageEnd":"80","bibliographicPageStart":"59","bibliographic_titles":[{"bibliographic_title":"千葉経済論叢","bibliographic_titleLang":"ja"},{"bibliographic_title":"CHIBA KEIZAI RONSO","bibliographic_titleLang":"en"}]}]},"item_5_description_6":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":" 現在,業務用・家庭用を問わずビデオゲームにおいて一般的に利用されているCGを用いた3D表現はいかに普及していったのか。そして,技術革新がビデオゲームを巡る競争にどのような影響を与えたのか,ナムコ,ソニー,セガ,任天堂の企業行動に着目しながら明らかにすることが本稿の目的である。\n 本稿では,戦後から1970年代までのCG技術の発展とコンピュータゲームへの応用について整理し,その後,1980年代から始まるアーケードゲームにおける3D表現の展開を明らかにする。更に,そうしたアーケードゲームの展開を受けて,家庭用ゲームにおいて3D表現が導入されていく過程を三つの企業グループの活動から明らかにする。最後に,日本のゲーム産業におけるCG技術導入の特徴について言及する。","subitem_description_language":"ja","subitem_description_type":"Abstract"}]},"item_5_publisher_10":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher_language":"ja"}]},"item_5_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"21876320","subitem_source_identifier_type":"EISSN"}]},"item_5_source_id_13":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12625180","subitem_source_identifier_type":"NCID"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorAffiliations":[{"affiliationNames":[{}]}],"creatorNames":[{"creatorName":"近藤, 光","creatorNameLang":"ja"},{"creatorName":"コンドウ, ヒカル","creatorNameLang":"ja-Kana"},{"creatorName":"Kondo, Hikaru","creatorNameLang":"en"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2021-07-12"}],"displaytype":"detail","filename":"chibakeizaironso64_06.pdf","filesize":[{"value":"1.0 MB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"chibakeizaironso64_06.pdf","url":"https://lib.cku.repo.nii.ac.jp/record/1564/files/chibakeizaironso64_06.pdf"},"version_id":"6e239fc9-eaa5-440e-8912-716a19d53323"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲーム産業","subitem_subject_scheme":"Other"},{"subitem_subject":"アーケードゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"家庭用ゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"3DCG","subitem_subject_scheme":"Other"},{"subitem_subject":"共進化","subitem_subject_scheme":"Other"},{"subitem_subject":"技術開発","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"}]},"item_title":"日本のゲーム産業における3D表現の展開について ―技術革新とゲームコンテンツの転換―","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"日本のゲーム産業における3D表現の展開について ―技術革新とゲームコンテンツの転換―","subitem_title_language":"ja"},{"subitem_title":"The Diffusion of 3D Graphic Technique in Japanese Gaming Industry:\\ntechnological innovation and the transformation of gaming contents","subitem_title_language":"en"}]},"item_type_id":"5","owner":"16","path":["217"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2021-07-12"},"publish_date":"2021-07-12","publish_status":"0","recid":"1564","relation_version_is_last":true,"title":["日本のゲーム産業における3D表現の展開について ―技術革新とゲームコンテンツの転換―"],"weko_creator_id":"16","weko_shared_id":-1},"updated":"2023-12-06T08:51:40.672952+00:00"}