Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Current issue
Displaying 1-8 of 8 articles from this issue
  • Ren BANNAI, Tomoki KAJINAMI
    2024 Volume 17 Issue 2 Pages 2-11
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
    In this paper, we propose an interpretable real-time win prediction model for fighting games. Previous research on win prediction in e-Sports have concentrated on Multiplayer Online Battle Arena (MOBA), using a method that measures how the game unfolds over time. However, this method is not always optimal for competitive fighting games due to the variability in match duration. In addition, there has been a lack of suitable datasets for win prediction in fighting games. Therefore, this paper introduces a method that analyzes replay data accessible from within the game using an image analysis library to create a dataset. Furthermore, we propose a model that defines the game’s progress based on the amount of health rather than time, the Real-time Interpretive Health-Based Ensemble (RIHBE). Our experiments show that proposed model has a higher accuracy rate of 0.673 for the entire round, which is higher than that of the conventional time-based models.
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  • Daisuke FUJIKAWA
    2024 Volume 17 Issue 2 Pages 12-17
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
    This research introduces the term "multi-game structure" to describe situations in which multiple games are occurring simultaneously and in parallel. It investigates whether understanding school education as a multi-game structure can aid in solving specific problems. Initially, the study reviews existing literature that is considered relevant to multi-game structures. Following this, it examines the general form of multi-game structures, illustrating that games not constrained by time and space proceed continuously, while those that are constrained by time and space occur intermittently. It is shown that within these games, some may be incompatible with each other, or what appears to be the same game might actually be different games. Regarding school education, the study examines examples where the coexistence of multiple games is acknowledged and an example where it is not. The findings confirm that perceiving the situation as a multi-game structure can provide insights towards resolution in both scenarios.
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  • Kohsuke YAMAMOTO, Kengo YOKOMITSU, Chiaki SOGA, Julien Menant
    2024 Volume 17 Issue 2 Pages 18-23
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
    During the coronavirus disease 2019 (COVID-19) pandemic, the gaming industry experienced high sales growth, and there are concerns about the increased prevalence of Internet Gaming Disorder (IGD). This study examined the effect of stress and anxiety related to the COVID-19 pandemic on problematic gaming in Japan. An online survey of 600 Japanese gamers was conducted using the Gaming Addiction Scale (GAS7-J), Game Engagement Questionnaire (GEQ-J), COVID-19 Fear Scale (FCV-19S-J), and COVID Stress Scale (CSS-J). Based on the GAS7-J, 437 healthy and 158 problematic gamers were selected. The results showed that people with problematic gaming had longer gameplay time, higher game engagement, higher physiological fear, and several stressors related to the COVID-19 situation as compared to healthy people. Furthermore, COVID-19 fear and stress were suggested to mediate gaming engagement and influence IGD. The present study assessed the risk factors contributing to the incidence of IGD in the COVID-19 situation.
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  • Eriko KIGUCHI, Yuki FUKUYAMA
    2024 Volume 17 Issue 2 Pages 24-29
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
    In this study, we focused on the challenges faced by students when sharing images related to organizing or analyzing and summarizing or expressing in inquiry-based learning in a course on teaching methods in the period for integrated studies. To address this challenge, we developed an escape room called "Escape from Never-ending Exhibition Work" implemented it in this course. Our findings indicate that the developed material, compared to traditional lecture-based learning, significantly enhanced participants' selfevaluated ability to conceptualize "organization and analysis" and "summarization and expression" processes. Furthermore, it effectively facilitated the sharing of concrete representations of activities corresponding to these inquiry-based learning phases.
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  • Yasuhira KOMAGO
    2024 Volume 17 Issue 2 Pages 30-36
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
    This study analyzed the image of esports by nationality through a questionnaire survey of 81 Japanese and Chinese university students on the pros and cons of esports being adopted as an Olympic sport. The results showed that 77.8% of the university students were in favor. As reasons for being in favour, they expect the games to improve in terms of recognition, technology and strategy, as well as attract new participants. In particular, Japanese university students expect games to be recognised as more than just a pastime. On the other hand, Chinese university students are distinctive in that they expect innovative ICT technological advances and improved operating techniques. As reasons for their opposition, it was suggested that they oppose video games because of their potential negative impact on health and the fact that video games do not move the entire body, whereas sports are about physical exercise. In particular, it was suggested that Japanese university students consider it questionable whether esports is a sports competition that makes full use of physical capabilities, while Chinese university students are distinctive in that they consider that there are game addiction and health problems.
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  • Masanori FUKUI
    2024 Volume 17 Issue 2 Pages 37-308
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
  • Yuki FUKUYAMA
    2024 Volume 17 Issue 2 Pages 39-40
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
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  • Mitsuhiro OGAWA
    2024 Volume 17 Issue 2 Pages 41
    Published: 2024
    Released on J-STAGE: May 01, 2025
    JOURNAL FREE ACCESS
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