In Japan, gamified media has recently become popular. Among Japanese youth, one manifestation of this trend is the expansion of original media content to create fanfic content. This process changes passive consumers into active agents with the ability to advance society. However, no model currently exists for discussing and analyzing this phenomenon in contemporary Japanese anime, comics, and games - media whose fictionality penetrates the real world. In this paper, we develop the GamiMedia model to addresses this need. Because the model explicitly accommodates transmedia storytelling concepts, it can be used to explain how the fictional stories in Japanese media content are extended into the real world. The model presented in the paper may aid the design of a digital-physical hybrid world that could improve our lifestyles. © 2014 Springer International Publishing.
CITATION STYLE
Sakamoto, M., & Nakajima, T. (2014). The GamiMedia model: Gamifying content culture. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8528 LNCS, pp. 786–797). Springer Verlag. https://doi.org/10.1007/978-3-319-07308-8_75
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