Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 14, Issue 2
Displaying 1-4 of 4 articles from this issue
  • Toru FUJIMOTO, Maho SUZUKI, Yuki FUKUYAMA, Ryohei IKEJIRI
    2021 Volume 14 Issue 2 Pages 1-8
    Published: 2021
    Released on J-STAGE: September 24, 2023
    JOURNAL FREE ACCESS
    The study aims to examine the types of learning and meaningful experiences that game players perceive from gameplay. A survey involving people interested in games from an educational perspective and who have diverse gaming experiences was conducted. A qualitative content analysis of the responses of 202 participants was carried out to elucidate the players’ gaming experiences that are considered an avenue for learning. As a result, game genres and the type of learning that players perceive as learning experiences were confirmed. The results suggested that several variables, such as gender, age, and differences in daily gameplay frequencies, may affect the learning that players experience during gameplay. Those who played less frequently were more inclined to recognize learning in the affective domain. In contrast, those who played more regularly were likely to acknowledge their experiences in a broader nature, which is not limited to the affective domain.
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  • Yichen GUO
    2021 Volume 14 Issue 2 Pages 9-21
    Published: 2021
    Released on J-STAGE: September 24, 2023
    JOURNAL FREE ACCESS
    In this study, the live streaming comments of the Nintendo World Championship, which is a video game competition that is often not considered to be a real e-sports tournament, were examined so as to determine the realness of contemporary e-sports and how they are socially constructed. In accordance with prototype theory, qualitative analysis was conducted to shed light on the process of legitimizing real e-sports. When classifying videogame as e-sports, three frames are employed, namely, game, sport, and media entertainment. These frames are emphasized in various degrees for each video game. Furthermore, the three values of machismo, athleticism, and enjoyment are judged in relation to various elements of competitive gaming so as to construct the notion of realness. Because the value of enjoyment allows non-traditional elements, it could be employed to diversify game designs and competition mechanics, thus expanding the community base and extending the notion of real e-sports to create a new style of e-sports.
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  • Megumi AIBARA, Satoru KAWAKAMI, Masakazu FURUICHI
    2021 Volume 14 Issue 2 Pages 22-32
    Published: 2021
    Released on J-STAGE: September 24, 2023
    JOURNAL FREE ACCESS
    Serious Game Jam has been held seven times from 2014 to 2018. From the second time, the authors have been involved in the event as committee members, and we have learned a lot through the experience. Through this experience, we have gathered data and analyzed them for effective management of the Serious Game Jam. In the first several events, we referred to the general game jam management process, but we have found that we needed different processes for the serious game development. Therefore, we have tried to combine new trials combined with conventional game jam management process. This paper summarizes the lessons learned from our experience of seven Serious Game Jams, and proposed operational guideline which can be useful to the future event administrators.
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  • Operation and Participation Note of the Conference Jointly Held by Three Scientific Society
    Mitsuhiro OGAWA
    2021 Volume 14 Issue 2 Pages 33-35
    Published: 2021
    Released on J-STAGE: September 24, 2023
    JOURNAL FREE ACCESS
    Conferences “LIFE” have been jointly held by three scientific society. In this article, LIFE2020-2021 held in November 2021 is reported.
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