Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 12, Issue 1
Displaying 1-5 of 5 articles from this issue
  • Masahito FUJIHARA
    2019 Volume 12 Issue 1 Pages 1-11
    Published: 2019
    Released on J-STAGE: July 01, 2021
    JOURNAL FREE ACCESS
    With the progress of digital game technology and the expansion of the game user age group, the contents and expressions of games have diversified in recent years. The purpose of this study is to clarify the determinants of the professional ethics of game developers by conducting semi-structured interview surveys with 11 game developers. The results show that the professional ethics of game developers are influenced by three considerations: individual factors, organizational factors, and industrial factors. The individual factors include six subcategories: (1) interactions with other game developers, (2) ethics guideline sharing within the company, (3) the pursuit of expression within various constraints, (4) work experience with game localization, (5) relationships with children, and (6) interest in society. The organizational factors consist of three departments that check the games from a legal and ethical point of view: the intellectual property department, the legal department, and the quality assurance (QA) department at the game publisher companies. Finally, the industrial factors relating to professional ethics consist of the ethics regulations of their platforms and the Computer Entertainment Rating Organization (CERO) code of ethics.
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  • Through Production and Verification of "Tatake! Bang Bang Master"
    Hiroyuki Matsuguma, Kosuke Zaitsu, Yuki Nakamura, Yumi Madama, Fumitad ...
    2019 Volume 12 Issue 1 Pages 13-21
    Published: 2019
    Released on J-STAGE: July 01, 2021
    JOURNAL FREE ACCESS
    Since we are in a super aging society, efforts to maintain the health of the elderly are being sought in various fields. The authors focused on cases of unilateral spatial neglect, targeting rehabilitation training game "Tatake! Bang Bang Master", and examined interfaces that are useful in hospitals and game designs that allow for more enjoyable concentration. By using the electronic blackboard, the user has the specification to move the object from the right to the left by continuing to hit the object on the game screen with a stick. Experimental verification was conducted by a collaborative research institution, and improvement of their motivation to train themselves and good recovery result were obtained. In addition, it was possible to obtain knowledge of game design which is peculiar to unilateral spatial neglect patients such as the importance of collecting dynamic elements on the left side.
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  • Ken Kakizaki, Toshifumi Nakabayashi
    2019 Volume 12 Issue 1 Pages 23-29
    Published: 2019
    Released on J-STAGE: July 01, 2021
    JOURNAL FREE ACCESS
    Mobile game development has become large scale along with the intensification of market competition, but the development period is not proportional to the scale, making development even more difficult. Appropriate product quality is essential for investment recovery, and software reliability evaluation for that is important. However, since there are few practical reports of reliability evaluation in mobile game development. In this paper, we clarify the features of the reliability evaluation index required for mobile game development. In this paper, we clarify the features of the reliability evaluation index required for mobile game development. In addition, we report cases of practical evaluation using reliability growth curves that satisfy these features.
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  • Analysis of Teaching Materials and Learning Effects Developed by Students in Teacher Training Courses
    Yasuhira KOMAGO
    2019 Volume 12 Issue 1 Pages 31-35
    Published: 2019
    Released on J-STAGE: July 01, 2021
    JOURNAL FREE ACCESS
    University students in teacher training course developed teaching materials and plans for teaching the appropriate use of video games. They were required to describe points of concern and learning effects freely. Moreover, the effects of the practice on their self-confidence in teaching information ethics were examined. Quantitative text analysis was conducted on descriptions. The results indicated that students considered “thinking about rules when playing video games,” “coping strategy for effects of video games,” “understanding appropriate ways of using video games,” and “knowledge about video games,” among others when developing teaching materials. They also considered that the following learning effects were obtained through the practice: “necessity to know about the appropriate use of video games,” “risks of video games,” “development of teaching materials,” “perspectives on video games,” and “negative and positive aspects of video games.” Moreover, the results of a questionnaire regarding self-confidence in designing information ethics education suggested that developing teaching materials and teaching plans was effective for the students.
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  • [in Japanese]
    2019 Volume 12 Issue 1 Pages 37-40
    Published: 2019
    Released on J-STAGE: July 01, 2021
    JOURNAL FREE ACCESS
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