Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 14, Issue 1
Displaying 1-5 of 5 articles from this issue
  • Masanori FUKUI, Yuji SASAKI, Jun MORIYAMA, Tsukasa HIRASHIMA
    2021 Volume 14 Issue 1 Pages 1-7
    Published: 2021
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    The purpose of this study was to examine the relationship between “creativity” and “video game uses and gratifications” among students majoring in digital game development and design. To understand game use and satisfaction, we used Iguchi's Video Game Uses and Gratifications Scale and hypothesized that there is a relationship between “creativity” and “video game uses and gratifications,” and accordingly, conducted a survey. The results revealed that students who scored high on “fantasy,” “recognition,” “achievement,” and “study” tended to be significantly more creative, while “preference” and “diversion” were not associated with other game use and gratification factors or creativity. Thus, the results support the hypothesis. The findings suggested that (1) “fantasy,” “recognition,” “achievement,” and “study” could stimulate creativity, and (2) “preference” and “diversion” could be considered as independent factors.
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  • Masanori FUKUI, Yoshifumi YAMASHITA, Jun MORIYAMA, Tsukasa HIRASHIMA
    2021 Volume 14 Issue 1 Pages 9-18
    Published: 2021
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    This study examines the relationship between high school students' usual gameplay time and their attitudes toward programming and the importance of computers. First-year students from three public high schools were surveyed and divided into three groups: those who played games for more than one hour a day on average (frequent playing group), those who played for less than one hour (somewhat frequent playing group), and those who did not usually play games (infrequent playing group). The results showed that the significantly related items to gameplay time and attitudes toward programming and computer importance differed between boys and girls. women. Many items showed significant differences between the infrequent playing group and the somewhat frequent or frequent playing group. Therefore, there seems to be a need to consider gender differences in activities and subject matter to increase the importance of computers and attitudes toward programming with game elements. Those activities, such as having students who do not usually play games, may be sufficient.
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  • Structure and Transformation of the Pan European Game Information (PEGI) System
    Masahito FUJIHARA, Martin ROTH
    2021 Volume 14 Issue 1 Pages 19-31
    Published: 2021
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    Given the growing popularity of games and game apps among children in Europe, game rating information provides valuable help for parents. This study examines how the game rating system in Europe provides such information, focusing on the structure and transformation of the Pan European Game Information (PEGI) system. The main findings of this study are as follows: (1) while an increasing number of countries are adopting the PEGI system, PEGI’s legal status varies by country; this study roughly distinguishes three different categories of legal statuses: self-applied, self-regulation, and co-regulation; (2) the order of questions in the PEGI questionnaire changed from the age category to the game content category. A new question related to “In-Game Purchases”, as well as a respective content descriptor was added in 2018; (3) since 2010, the PEGI S.A. has been providing “additional consumer information,” such as game content summaries, through the Video Standards Council (VSC) website and the PEGI app; and (4) the PEGI S.A. has been promoting awareness of game ratings by providing a dedicated website, the PEGI app, and online learning materials for its member countries.
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  • Shunya HAMADA
    2021 Volume 14 Issue 1 Pages 33-44
    Published: 2021
    Released on J-STAGE: June 01, 2021
    JOURNAL FREE ACCESS
    The purpose of this study is to verify the process of loyalty formation for users of services that utilize gamification. Therefore, we conducted a user survey of learning support services equipped with a game mechanics. As a result, it was confirmed that the perceived value of the service had a positive effect on loyalty and the mediating effect of satisfaction with gamification. Furthermore, the effect of satisfaction with gamification on loyalty differs depending on the strength of the rejection avoidance motivations, and it was confirmed that users with a weak desire to avoid refusal have a higher degree of loyalty than users with a strong desire to avoid refusal. There was no difference due to Praise-seeking motivations. Perceived value and satisfaction with gamification increase loyalty at the same time. And for users who don't care much about the negative views of others, gamification is more effective in increasing loyalty than users who care about it.
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  • [in Japanese]
    2021 Volume 14 Issue 1 Pages 45-47
    Published: 2021
    Released on J-STAGE: July 01, 2021
    JOURNAL FREE ACCESS
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