Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
15th Annual Conference
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Panel session 2
Serious Game Jam and Issues in Disseminating the Results
*Masakazu FURUICHI*Kan SHIMAZAKI*Tsutomu MITAMURA*Akira KURIYAMA*Megumi AIBARA
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 234-239

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Abstract
The Education SIG of DiGRA Japan has held the Serious Game Jam (SGJ) 10 times so far, and it has contributed to the popularization of the name "serious game" and the development process, as well as the possibility of using the power of games to solve issues in the world. However, in recent years, the dissemination of the results has also been expected to solve issues. On the other hand, at SGJ9, which was held in March 2024, two of the seven games developed were commercialized by companies, and it has become necessary to discuss the role of SGJ in terms of social implementation and commercialization. These issues need to be considered in light of the nature and direction of issues such as "disaster prevention ", "medical health and welfare", and "learning and education", which are issues facing society today, as well as the diversity of stakeholders, and also need to be considered comprehensively, including the organizations to which SGJ participants belong, their awareness of issues, and follow-up measures for measuring the effects and promoting the spread of SGJ after it has ended. This paper reports on various issues from each of these perspectives.
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© 2025 Digital Research Association JAPAN

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