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[in Japanese]
2008 Volume 2 Issue 1 Pages
2-10
Published: 2008
Released on J-STAGE: July 01, 2021
JOURNAL
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[in Japanese], [in Japanese], [in Japanese]
2008 Volume 2 Issue 1 Pages
11-22
Published: 2008
Released on J-STAGE: July 01, 2021
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A Survey of Video Game Players
Yumi MATSUO , Sachi TAJIMA, Seiko NOHARA, Akira SAKAMOTO
2008 Volume 2 Issue 1 Pages
23-33
Published: 2008
Released on J-STAGE: July 01, 2021
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The purpose of this study is to investigate whether any features or ideas which enhance sociality are included in console games. We conducted a series of web surveys for Japanese game players. Participants were asked what kind of features and ideas in console games enhance sociality. Results suggested that 1) video games have potentiality to be able to enhance any characteristics of sociality, 2) it is possible to enhance sociality by actually experiencing or practicing social behavior in games, 3) motivation to learn such sociality yields from actually "practicing and experiencing" social behavior in games. Further empirical research will need to confirm the socializing effects of console games.
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A Panel Study with Elementary School Students
Nobuko IHORI, Akira SAKAMOTO, Akiko SHIBUYA, Shintaro YUKAWA
2008 Volume 2 Issue 1 Pages
34-43
Published: 2008
Released on J-STAGE: July 01, 2021
JOURNAL
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We conducted a panel study with elementary school students in order to examine the effects of video games on children. We conducted two surveys, one measuring the amount children use video games, exposure to certain types of scenes, and preference for types of games, while the other measured the level of their aggressive behavior and positive social behavior. The result of cross-lagged effects model analysis suggested that boys' positive social behavior tended to be suppressed as they used video games more on weekdays. Also, for all the participants as a whole and for boys, their positive social behavior was promoted more as they were exposed to more positive social scenes, or they indicated stronger preference for non-violent games, while their positive social behavior was suppressed more as they indicated stronger peference for violent games.
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Miho NOJIMA
2008 Volume 2 Issue 1 Pages
44-55
Published: 2008
Released on J-STAGE: July 01, 2021
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The purpose of this study is to investigate and conceptualize the relationship between pricing model sand motivations for MMO play. After are view of previous studies, we conducted empirical research in the Japanese MMO industry to find determinants of pricing models.
As a result, we found (1) a relationship between monthly fixed fees, continuous play (play periods) and social motivation, and (2) a relationship between per-item biling, relatively short play periods and high immersion.
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Focusing on an Environmental Educational Game “KEEP COOL”
Taichi KATO, Junkichi SUGIURA, Makoto IIDA, Chuichi ARAKAWA
2008 Volume 2 Issue 1 Pages
56-66
Published: 2008
Released on J-STAGE: July 01, 2021
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This paper introduces a typology of speech among board game players in order to examine their communication processes from the view point of pedagogical effectiveness using an environmental education game “Keep Cool”. We have already analyzed the speech issued by players applying the KJ method as our basic analysis. To generalize the classification of speeches, we introduce new typology mainly focusing on the player's aspect when playing. Using the new grouping method, the characteristics of the proces became apparent.
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Ryo KATO, Takashi KAWAI, Ranae IKESHITA, Kenji NIHEI, Tadashi SATO, Hi ...
2008 Volume 2 Issue 1 Pages
67-75
Published: 2008
Released on J-STAGE: July 01, 2021
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In this study, the authors evaluated the psycho-physiological effects of video games on players using an ergonomic process. Although video games affect users in various ways, this study focused on the short-term and direct effects. In an experiment, subjects played five kinds of video games on portable game machines for fifte en minutes. While each subject played a game, the authors measured electro-dermal activity during game play and profiled the subject's mood states and amylase in the saliva before and after he or she played. The authorsexaminedthediferencesbetweenthetensubjectsbeforeandaftermasteringthegames,thediferences and dif ficulty levels of the games, and the content of the gaming.
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Industry Adaptations to Complications in Game Development
Yuhsuke KOYAMA
2008 Volume 2 Issue 1 Pages
76-84
Published: 2008
Released on J-STAGE: July 01, 2021
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This paper describes the results of a survey regarding the video game industry. From the sales date calendar printed in Famitsu, the release delay rate for Playstation and Playstation2 game titles were calculated. The results are:1) for both the Playstation and Playstation2, the rate was higher in the second year after being launched, then decreased afterward; 2) the rate for the Playstation is higher than that for the Playstation2; 3) although the rate decreases during the Christmas season in Playstation, that of the Playstation2 increases. These results indicate that the video game industry on the whole has acquired development know-how over these years, but that the pressure from the market on development is increasing.
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Jesper Junl, [in Japanese]
2008 Volume 2 Issue 1 Pages
85-91
Published: 2008
Released on J-STAGE: July 01, 2021
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Jose P Zagal, Amy S Bruckman, [in Japanese]
2008 Volume 2 Issue 1 Pages
92-101
Published: 2008
Released on J-STAGE: July 01, 2021
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Wade Alex, [in Japanese]
2008 Volume 2 Issue 1 Pages
102-114
Published: 2008
Released on J-STAGE: July 01, 2021
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Tomi Thurlin, Tony Manninen, Laura Thurlin, [in Japanese]
2008 Volume 2 Issue 1 Pages
115-125
Published: 2008
Released on J-STAGE: July 01, 2021
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Anders Frank, [in Japanese]
2008 Volume 2 Issue 1 Pages
126-136
Published: 2008
Released on J-STAGE: July 01, 2021
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The Analysis of "FreStyle" Development Project Management
Jong H WI
2008 Volume 2 Issue 1 Pages
137-146
Published: 2008
Released on J-STAGE: July 01, 2021
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This paper is an exploratory study which sets its focus on organizational management for making online content, especially online games, which have different product attributes from manufactured products. For the analysis, the paper drew its hypothesis through analyzing a case of successful organizational management for developing an online game called "FreStyle" by JCE. The study found that first, there were important changes in the CEO's management method for the development project .Second, there was strong intrinsic teamwork inside the development team. The CEO adopted new ways to manage the progress of the project by "look & check" , rather than direct control. Also, by not disbanding a failed game development team, but keeping core developers in the team, it became possible to reuse and sustain knowhow about development failure. Therefore, the "FreStyle" development team could maintain strong. solidarity and teamwork among its members. After analysis of the case, the paper suggests the hypothesis that a CEO's indirect management of a project and strong integrated teamwork inside a development organization have a positive correlation with development performance.
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Takashi KAWAI
2008 Volume 2 Issue 1 Pages
147-150
Published: 2008
Released on J-STAGE: July 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
151-156
Published: 2008
Released on J-STAGE: July 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
157-159
Published: 2008
Released on J-STAGE: June 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
160-161
Published: 2008
Released on J-STAGE: July 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
162-163
Published: 2008
Released on J-STAGE: July 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
164-165
Published: 2008
Released on J-STAGE: July 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
166-167
Published: 2008
Released on J-STAGE: July 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
168-169
Published: 2008
Released on J-STAGE: June 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
170-171
Published: 2008
Released on J-STAGE: July 01, 2021
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[in Japanese]
2008 Volume 2 Issue 1 Pages
172-173
Published: 2008
Released on J-STAGE: July 01, 2021
JOURNAL
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