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Report of the Experiment in a Technical High-school
Tetsushi KAMAKURA, Shinsuke TOMIYASU, Akira BABA
2009 Volume 3 Issue 1 Pages
1-12
Published: 2009
Released on J-STAGE: July 01, 2021
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The authors conducted experiments in history classes in a technical high-school using the MMORPG "Uncharted Waters Online" and researched the educational effects. 291students (aged15-18yrs) were divided into control and experimental groups and their responses to the Pre- and Post- questionnaires were compared statistically. In Study 1, students who played the game fre ely (experimental group 1) scored higher than those who did not play the game (control group) in the scale of interest in history. Students who played the game following the teacher's instructions ( experimental group 2) showed improvement in their academic performance in the term examination immediately following the experiment. In Study 2, the quantity of communication among students and teachers in the experiment was manipulated and its positive effects were observed in the scale of interest in history. Lastly, the limitations as wel l as future potential of these results are discus sed.
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Developing and Using a New Checklist
Mari Aita, Shoko Hirakawa, Nobuko Ihori, Akira Sakamoto
2009 Volume 3 Issue 1 Pages
13-25
Published: 2009
Released on J-STAGE: July 01, 2021
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The first objective of this study was to create a checklist for evaluating individual educational video games. We refined the previously created 5 check forms by conducting two preliminary surveys, and finally created a checklist consisting of a total of 75 items in 12 areas. The second objective of this study was to use the newly created checklist to conduct content analysis on children's software commercially available in Japan in order to examine the current status of educational video games. As a result of assessment of 12 pieces of software carried out by 8 undergraduate students, the subject software was found to have a few noteworthy features such as high technological quality, a structure supporting self-directed learning, and dealing with educationally important topics. Meanwhile, in relation to the subject software, there worn also issues to be addressed in the future such as: insufficient support for individual learners; limitations of the style of lemming because, for example, learning in cooperation with others was not included in the software design; and improvement of provision of software information was deemed necessary.
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Effects of Frequent Viewing of Violent Depictions and Moderating Role of Cognitive Reflection on Junior High School Students
Kanae SUZUKI, Makiko SADO, Yukiko HORIUCHI, Mari HASEGAWA, Akira SAKAM ...
2009 Volume 3 Issue 1 Pages
27-38
Published: 2009
Released on J-STAGE: July 01, 2021
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In this study, we examined the effect of frequent viewing of violent depictions in video games as well as the amount of video game usage on aggression. W e conducted a panel study with a total of 790 junior high school students in 2004 and 2005. A multiple regression model was constructed in order to examine the causal relationship between video game use and aggression. The results indicated that the more they played video games, the more their aggression decreased, and while the more they viewed violent contents, the more their physical aggression increased. In addition, the role of cognitive reflections in moderating the effects of video game usage was reviewed.
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Keisuke ASADA
2009 Volume 3 Issue 1 Pages
39-50
Published: 2009
Released on J-STAGE: July 01, 2021
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Nowadays, we can use many communication services via the Internet. Social concern over communication spaces that allow us to use avatars like "Second Life" has beng rowing. On the other hand, online games which have a text-based communication system have also grown since the 1980's. However, the definition and con nection betwe en avatar-based com munications and text-based com munications remains confusing. The main purpose of this paper is to organize information on these communication sand to examine the conections between them. Based on the examination result, I identified the issues and methodology for the studies which dealt with not only online games but also Internet-based communication.
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Proposal of a Useful Framework for Understanding the Subject Matter of Digital Games as Artwork through Visual Elements
Kaori SUZUKI
2009 Volume 3 Issue 1 Pages
51-57
Published: 2009
Released on J-STAGE: July 01, 2021
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This thesis constructs a model for understanding the subject matter of digital games as artwork through visual elements.The term visual elements refers to everything expressed on the display and it is an important means for a game designer to transmit his intention to a game player. In this thesis, I suggest that game-playing is the interaction of games and players through visual information, and I aim to build a model of the inner construction of digital games with in that interaction.
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Gaming as a cognitive process
Akito INOUE
2009 Volume 3 Issue 1 Pages
59-66
Published: 2009
Released on J-STAGE: July 01, 2021
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In this study, first we collectively named the views of games and game designs that focused on improving understanding of games as "tutorialism" and suggested that the above mentioned views of game designs may have developed from the fortunate circumstances of the Japanese game market in the first half of the 1980's. We then also described the potential and issues of such views of game designs.
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Atsushi MIYAZAWA, Akira OHKUBO
2009 Volume 3 Issue 1 Pages
69-80
Published: 2009
Released on J-STAGE: July 01, 2021
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Over 36 years have passed since the first comercially successful arcade game "Pong," a simulated game of ping-pong, was invented by Nolan Bushnell at Atari. The game machines at that time were designed to use standard logic ICs, From the technological point of view, they were all immature, and as applications of interactive computer graphics they were also very primitive, Since then, a huge number of games incorporating state-of-the-art computer technologies have been released by companies al over the world. Recent computer games, which have evolved through several stages of technical inovation, constitute what may be caled a brand-new interactive medium. In this paper, we discus several fundamental technologies used in computer games mainly in terms of hardware architecture.
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Introduction to Game Design through Racing Game Design
Isao NAKAMURA
2009 Volume 3 Issue 1 Pages
81-92
Published: 2009
Released on J-STAGE: July 01, 2021
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This paper traces the history of the visualizing technology in racing games using some examples released from BANDAI-NAMCO GAMES (originally released from NAMCO) , Pole Position, Winning Run and Ridge Racer. Using the concepts in Roger Caillois's Man, Play and Games, this paper classifies the aims of the game planner and users' experiences with racing games and shows that these games are developed systematically in accordance with needs of users. Some technological challenges for the future are discussed in the final section.
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From Motion Capture to Facial Animation
Takayasu YANAGIHARA
2009 Volume 3 Issue 1 Pages
93-104
Published: 2009
Released on J-STAGE: July 01, 2021
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In this study, we clarified the purpose of motion capturing from the perspectives of "reduction of animation creation workloads" and "reproduction of reality" using examples of animation creation based on heuristics. We also described the necessity and importance of implementation of deformation processes, unique to digital games, while reproducing reality obtained through motion capturing. Furthermore, we described the current difficulties and potential of real-time physical calculation using production version machines. We then identified and discussed possible solutions for the current issues of streamlining of finger or facial animation.
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[in Japanese]
2009 Volume 3 Issue 1 Pages
105-108
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
109-113
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
115-116
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
117-118
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
119-121
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
123-126
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
128-129
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
130-131
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
132-133
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
134-135
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
136-137
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
138-139
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
140-141
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
142-144
Published: 2009
Released on J-STAGE: July 01, 2021
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[in Japanese]
2009 Volume 3 Issue 1 Pages
145-146
Published: 2009
Released on J-STAGE: July 01, 2021
JOURNAL
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