Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 1, Issue 1
Displaying 1-8 of 8 articles from this issue
Individual Papers
  • -Where do game studies go when games are more than games?-
    Kenji ITO
    2007 Volume 1 Issue 1 Pages 34-45
    Published: 2007
    Released on J-STAGE: July 01, 2021
    JOURNAL FREE ACCESS
    Digital games are more than conventional games. They are becoming digital media with a wide range of applications. Digital games research need to respond to this new situation. By so doing, digital games research will open up new possibilities. This article is an attempt to fathom such possibilities.
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  • -for Japanese game research review-
    Akito Inoue
    2007 Volume 1 Issue 1 Pages 46-53
    Published: 2007
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    This thesis locates Japanese game research based on the “frame” concept..
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  • -Beyond the “Seniority-Based Dragonball Economy”-
    Hiroshi YAMAGUCHI
    2007 Volume 1 Issue 1 Pages 54-64
    Published: 2007
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    This paper discusses policy issues “in” cyberworlds, rather than “on” them. Many virtual worlds, online games and other online communities, develop their own value and exchange system, and the virtual economies have become increasingly important to our real lives. But since virtual economies have different characteristics from the real ones, we need to think about how to manage these economies ac- cordingly. In this paper the basic structure of these games and propose policy measures to counter important in-game problems are analyzed. In addition, a growing trend toward interaction among virtual worlds is viewed as emergence of “international economy.”
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  • Kenji MATSUBARA
    2007 Volume 1 Issue 1 Pages 65-73
    Published: 2007
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    Online game market is expanding according to the spread of Internet worldwide. This paper describes online game characteris- tics that differs from traditional stand-alone game software, including business model, technical aspect, and social issues. The paper also covers future trends for online game market.
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  • -An Approach to The Project “Prescriptions of Videogames”-
    Satoshi YAMAMOTO, Takashi YAMAZAKI, Hitoshi YAMAGATA, Tadashi SATO
    2007 Volume 1 Issue 1 Pages 74-83
    Published: 2007
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    The Project “Prescriptions of Videogames” is a industry-university cooperatin with Children’s Media Laboratory, Waseda Uni- versity (Project leader: Prof. Dr. Takashi Kawai, Waseda University). This project conducts research on game’s beneficial effects on people (benefits) as well as how to play games and how to utilize the audiovisual environment (prescriptions) through scientific means. The pur- pose of the project is to obtain knowledge that makes it possible for the games to supplement our daily life. With the participation of front- line scientists and clinicians, experiments and research were conducted during the project’s first term, one year commencing April 2005. As a result, highly unique and effective results were obtained. In July 2006, a symposium was held to announce these results.
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  • Taiko MASUDA
    2007 Volume 1 Issue 1 Pages 84-85
    Published: 2007
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    Download PDF (151K)
  • Takuji NARUMI
    2007 Volume 1 Issue 1 Pages 86-87
    Published: 2007
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    Download PDF (144K)
  • Kazuhiko HIROSE
    2007 Volume 1 Issue 1 Pages 88-93
    Published: 2007
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    Download PDF (369K)
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