Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
16th Annual Conference
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A Practice of Game Production Education with Real-World Use as the Goal
Goal-Oriented Design and Learning Effects in New Employee Training and Resort Hotel Exhibitions
*Akihiro Nakamura
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 68-70

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Abstract
will play it and under what circumstances—is not clearly defined, it becomes difficult to maintain learners’ motivation and for instructors to provide essential and meaningful feedback. This paper examines the impact of clearly defining real-world use as the production goal on learning experiences and outcomes. The study is based on practical cases from an in-house new employee training program at the author’s company, as well as an industry–academia collaborative course conducted at Vantan Game Academy Tokyo, Nakamura Seminar (six sessions, June 2025–January 2026). By setting concrete goals—such as games actually played during a company trip or game concepts designed for permanent exhibition in a resort hotel—production constraints, evaluation criteria, and feedback became more explicit. As a result, learners demonstrated greater initiative and produced higher-quality works. Post-class questionnaire results also indicated a high level of satisfaction. These findings suggest that this approach can function as an effective design pattern for game production education.
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