Updated on 2025/04/01

写真a

 
Obana Tadao
 
Organization
Faculty of Collaborative Regional Innovation Department of Industrial Management Assistant Professor
Title
Assistant Professor
Contact information
メールアドレス
External link

Degree

  • Master (Commerce) ( 2009.3   Kwansei Gakuin University )

Research Areas

  • Humanities & Social Sciences / Accounting

Education

  • Kwansei Gakuin University

    2011.4 - 2014.3

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    Country: Japan

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  • Kwansei Gakuin University   School of Business Administration

    2009.4 - 2011.3

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    Country: Japan

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  • Osaka International University   Faculty of Management and Information Science   Department of Management and Information Science

    2005.4 - 2009.3

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    Country: Japan

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Research History

  • Ehime University   Faculty of Collaborative Regional Innovation Dept of Industrial Management   Assistant Professor

    2021.4

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    Country:Japan

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Professional Memberships

  • Japan Society for Information and Management

    2023.4

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  • Japan Association of Simulation and Gaming

    2021.11

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  • 日本会計研究学会

    2020

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  • Japan Society of Organization and Accounting

    2011.12

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  • 日本原価計算研究学会

    2011

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  • 日本管理会計学会

    2011

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Papers

  • CONSIDERATING THE EDUCATIONAL EFFECTS OF USING A SIMULATOR TO EXPERIENCE RESTAURANT MANAGEMENT DECISION-MAKING DURING THE COVID-19 Reviewed

    Tadao Obana, Takehiko Okamoto

    Proceedings of 2024 KISS- APCIM Joint conference :AI transformaiton and Trustworthness   486 - 489   2024.11

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    Authorship:Lead author   Language:English   Publishing type:Research paper (international conference proceedings)  

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  • Survey on International Transfer Pricing Management of Japanese Multinational Enterprises in the Post-BEPS

    Tadao Obana

    JOURNAL OF BUSINESS ADMINISTRATION KWANSEI GAKUIN UNIVERSITY   71 ( 3 )   85 - 103   2024.3

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    Authorship:Lead author   Language:Japanese   Publishing type:Research paper (bulletin of university, research institution)  

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  • A study of the learning effectiveness using a management simulator Reviewed

    Tadao Obana, Takehiko Okamoto

    Journal of the Faculty of Collaborative Regional Innovation, Ehime University   7 ( 1 )   1 - 10   2023.3

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    Authorship:Lead author   Language:Japanese   Publishing type:Research paper (bulletin of university, research institution)  

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  • 我が国における国際振替価格研究の現状と課題 Reviewed

    尾花, 忠夫

    愛媛大学社会共創学部紀要   6 ( 2 )   1 - 10   2022.9

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    Authorship:Lead author   Language:Japanese   Publishing type:Research paper (bulletin of university, research institution)   Publisher:愛媛大学社会共創学部  

    CiNii Books

    CiNii Research

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  • An Experimental Study on the Online Attention Game in a Remote Environment

    Takubo Miha, Obana Tadao, Orito Yohko, Murata Kiyoshi, Sai Hidenobu, Okamoto Tadayuki

    Abstracts of Annual Conference of Japan Society for Management Information   202111   297 - 300   2022.1

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    Language:English   Publisher:THE JAPAN SOCIETY FOR MANAGEMENT INFORMATION (JASMIN)  

    The Online Attention Game (OAG), which has been developed by the authors, is a gaming simulation that allows players to experience simulated online attention competitions through posting headlines of online news or articles, which are created by the players or selected from among headlines found by internet, and evaluating those posted headlines. The game is intended to increase players' awareness of their digital identity development, and to enable to analyse individual players' online posting behaviour under the situation of online attention competition. In this study, we conduct the OAG, which was played in a classroom setting, in a remote environment, and discuss the results of it to investigate the nature of online posting behaviour and the effectiveness of the game for digital identity education.

    DOI: 10.11497/jasmin.202111.0_297

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  • How Do Students and Researchers Behave and Feel While Playing the "Online Attention Game"? Reviewed

    Tadao Obana, Miha Takubo, Yohko Orito, Kiyoshi Murata, Hidenobu Sai, Tadayuki Okamoto

    Proceedings of the 7th Multidisciplinary in International Social Networks Conference and The 3rd International Conference on Economics, Management and Technology   2020.10

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    Authorship:Lead author   Publishing type:Research paper (international conference proceedings)   Publisher:ACM  

    DOI: 10.1145/3429395.3429399

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MISC

Presentations

  • 日系多国籍企業における国際振替価格の管理に関する実態調査

    尾花 忠夫

    日本組織会計学会2024年度年次大会  2024.7 

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    Event date: 2024.7

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  • 国際振替価格の設定方針に関する考察-Bartlett & Ghoshal(1989・1998)を中心に-

    尾花忠夫

    日本生産管理学会全国大会予稿集 56th  2022.9 

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    Event date: 2022.9

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  • 意思決定を疑似体験できる経営シミュレータを活用した経営教育の意義と課題 コロナ禍における飲食店の意思決定を題材として

    武藤虎羽輝, 岡本丈彦, 尾花忠夫

    日本生産管理学会全国大会予稿集 56th  2022.9 

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    Event date: 2022.9

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  • コロナ禍における飲食店の営業意思決定を体験するシミュレーションを用いた教育効果に関する考察

    尾花忠夫, 岡本丈彦, 武藤虎羽輝

    日本シミュレーション&ゲーミング学会2021年度秋期全国大会  2021.12 

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    Event date: 2021.12

    Venue:九州産業大学  

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  • 完全リモート環境下におけるオンラインアテンションゲームの試行

    田窪 美葉, 尾花 忠夫, 折戸, 洋子, 村田, 潔, 崔 英靖, 岡本 直之

    経営情報学会 2021年全国研究発表大会  2021.11 

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    Event date: 2021.11

    Language:Japanese   Presentation type:Oral presentation (general)  

    Venue:武庫川女子大学   Country:Japan  

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  • 多様性社会のオンラインアテンションゲーム

    田窪美葉, 尾花忠夫, 折戸洋子, 村田潔, 岡本直之, 崔英靖

    日本シミュレーション&ゲーミング学会2020年度秋期全国大会  2020.12 

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    Event date: 2020.12

    Language:Japanese   Presentation type:Oral presentation (general)  

    Venue:上越教育大学(ONLINE開催)   Country:Japan  

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Awards

  • Best paper of MISNC 2020

    2020.10   Multidisciplinary International Social Networks Conference(MISNC) 2020   How Do Students and Researchers Behave and Feel While Playing the “Online Attention Game”?

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    Award type:Award from international society, conference, symposium, etc.  Country:Taiwan, Province of China

    Ill-considered postings by young social media users hungry for attention have recently garnered headlines. Imprudent online postings may distort posters' digital identity, which is someone's online image as perceived by others. Online attention-seeking behaviour may result in digital identities that are divorced from a person's true nature, which can lead to social and mental harm. To mitigate these harms, effective educational material is needed to help non-technical young users understand the risks and consequences of thoughtless, attention-seeking online behaviour. Because such materials do not exist, we took the first step towards fulfilling this educational need by developing the Online Attention Game (OAG). The OAG is an online game played in a laboratory or classroom setting that replicates the online competition involved in seeking other social media users' attention. Through four OAG games (two with students and two with researchers), we confirmed the differences in posting and evaluation behaviour between young university students and adult researchers.

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Research Projects

  • オンライン学習環境で実践可能なアテンションゲームの制作

    2021.2 - 2023.2

    公益財団法人科学技術融合振興財団  2020年度調査研究助成 

    田窪美葉, 村田潔, 折戸洋子, 崔英靖, 岡本直之, 尾花忠夫

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    Grant type:Competitive

    Grant amount:\360000

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Teaching Experience

  • Basic Bookkeeping A

    2020.9 - 2021.3 Institution:Osaka Sangyo University

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  • Software literacy Ⅱ

    2020.9 - 2021.3 Institution:Taisei Gakuin University

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  • Financial Accounting

    2020.4 - 2020.9 Institution:Taisei Gakuin University

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  • Introduction to BookKeeping

    2020.4 - 2020.9 Institution:Osaka Sangyo University

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  • Bookkeeping exercise

    2020.3 - 2020.9 Institution:Taisei Gakuin University

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  • Cost Management

    2019.9 - 2021.3 Institution:Osaka International University

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  • Management accounting

    2019.9 - 2020.3 Institution:Osaka International University

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  • Business analysis

    2019.4 - 2019.9 Institution:Osaka International University

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