Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 10
Displaying 1-4 of 4 articles from this issue
  • Takashi IMAGIRE
    2017 Volume 10 Pages 1-8
    Published: 2017
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    We propose a rendering method for Gems in real-time. Physically based rendering for gems is not new. Since the processing load is high due to the need to determine the intersection points scattered in multiple internally, these methods have not been used yet widely in games. Also the conventional methods have required additional resources likes additional data structures or multipath rendering.Our method is not accurate but realizes a rendering gem considering internal reflection only replacing the shader without additional data or path. It is necessary to perform modeling soft edges, it is possible to draw like a ordinal material.The proposed method can adapt to various game engine, it is possible to improve the quality of the gems of the real-time rendering.
    Download PDF (2650K)
  • Ji Soo LIM, Teruyoshi SASAKI
    2017 Volume 10 Pages 9-22
    Published: 2017
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    In this study, a content analysis and a survey were conducted to clarify the correlation between the frequency and duration of prosocial behavior in digital games and prosocial tendencies of players. First, this study adopted Eisenberg’s definition of prosocial behavior[7] and Carlo & Randall’s classification of prosocial behavior based on contexts[8]. A content analysis of popular digital games was conducted based on the definition. The average frequency of prosocial behaviors in 27 digital games analyzed was 3.59. In the second part of the study, a survey was conducted to see the correlation between the play time of top nine prosocial digital games based on the result of the content analysis and players’ prosocial tendencies. As a result, there was a weak, marginally significant correlation between prosocial digital game play time and players’ prosocial tendencies.
    Download PDF (2313K)
  • Yasuhira KOMAGO
    2017 Volume 10 Pages 23-30
    Published: 2017
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    Many parents and teachers are concerned about the influence of video games on young people. Therefore, video game literacy education is necessary as a means of enabling users to better understand the characteristics and impact of these games. In this study, university students aspiring to become teachers were asked to discuss their views regarding what content should be included in instructional materials on video game literacy aimed at elementary school students. Quantitative textual analysis of the responses received from 249 participants showed that they considered it important to teach about video game dependency, games’ influence on the brain, vision deterioration, communication skills, playing outside, and the positive and negative aspects of gaming. The participants felt that it would be extremely valuable to have teaching resources available concerning games’ influence on the brain, vision deterioration, communication skills, and motor skills.
    Download PDF (1426K)
  • Yoshihiro KISHIMOTO, Yuusuke YAMAMOTO, Kazuki MURAKAMI, Kouji MIKAMI
    2017 Volume 10 Pages 31-38
    Published: 2017
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    One of the most popular career choices among elementary school children is to become a video game creator. However, there are currently very few venues where children can actually gain the experience needed to achieve their dream job. So we created a hands-on learning software program that focuses on game design. This allowed children to create things such as stages, sound, particles and enemies--all on their own- -which enabled them to recognize the importance of each element in the creation process. This game design workshop was created for elementary school students and conducted at the Tokyo Game Show 2016.
    Download PDF (2605K)
feedback
Top