Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 5, Issue 2
Displaying 1-7 of 7 articles from this issue
  • Yasuhira KOMAGO
    2011 Volume 5 Issue 2 Pages 1-12
    Published: 2011
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    Psychological conditions of video gamers were estimated by using chaos analysis of pulse waves. A questionnaire was used to examine the relationship between their psychological conditions and control button operating behavior. Moreover, the process of habituation to simultaneous control button pushing behavior of video gamers over time was analyzed. Pulse waves and frequency/time of controller button operation of students (n=13) playing with “Grand Theft Auto III (GTA)” and “Super Mario Brothers” were measured. The results for GTA indicated that participants who had once played the game, or responded that they enjoyed playing the game had a small relative value of Lyapunov exponent, suggesting that they were playing in relaxed conditions. Males and experienced players frequently operated both the right and left buttons. On the other hand, in “Super Mario Brothers,” the group with a small relative value of Lyapunov exponent frequently operated the left button. Furthermore, the group with a low refreshing score operated the top button, a non- assigned key, and the “A” button, a jump key, more frequently than the group with a high refreshing score. It is suggested that players consciously decreased simultaneous button pushing behavior after the second round of play, because of the learning effect.
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  • Kousuke ZAITSU, Hiroyuki MATSUGUMA, Makoto MAEDA
    2011 Volume 5 Issue 2 Pages 31-42
    Published: 2011
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    The purpose of this study is to clarify the relationship between the educational effects of Serious game about environment and user’s characteristics; “gamer literacy”, and “attitude and behavior about environment before the experiment”. In this study, setting the experimental conditions, it was compared the effects of educational effects. The subjects were the upper-grade of elementary school students. As a result, it was clarified that user’s characteristics had influence on the educational effects of Serious game. Especially, on a group of the students who had high game literacy, using a Serious game had better change of attitude toward the environment than taking lecture.
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  • [in Japanese]
    2011 Volume 5 Issue 2 Pages 43-52
    Published: 2011
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
  • Toru Fujimoto
    2011 Volume 5 Issue 2 Pages 53-58
    Published: 2011
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    It is important for educational institutes that offer game development education to consider connections between game industry and society, and to establish approaches to develop games which address social needs. By doing so, game developers may gain more areas and opportunities to apply their expertise for their business outside the traditional digital game market. As the serious games inherently involve social and educational issues, the concept holds suitable design themes and challenges to develop digital games that concern social problems. The research reports a case study that designed and implemented a serious games design course in the game developer school curriculum of the Department of Game at Tokyo Polytechnic University.
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  • -Theme of Teaching Technical Skill of MONODZUKURI-
    Hideki TABATA
    2011 Volume 5 Issue 2 Pages 59-66
    Published: 2011
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    In this paper, I propose a novel WBL for technical skill of MONODZUKURI, which leads to continuously learning with fun of digital games. In this system, 'target selection at any time method' is used to derive the fun. I report the problems and the possibilities through experiments by applying the WBL system with the methods to learners. I can confirm that 'target selection at any time method' have effect for the production of fun, and is useful for textbooks in companies, through the experiments in actual MONODZUKURI company. And I find that there is a demand for learning styles of each learner, for example, "I want to know the detail after the overview"," learn the other one after the details of a single learning"
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  • : In Case of the Anime, Manga, Game
    Tatsuya TAMAI
    2011 Volume 5 Issue 2 Pages 67-72
    Published: 2011
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    明治期に外国人らの視点の導入や社会変容の中で、それまで大きな集合体として認識されてい なかった「瀬戸内海」は「発見」された。そして近代以降もその認識に変化はみられなかったが、現 代における様々なコンテンツ作品をみると個々の地域を舞台とし、スモール・ツーリズムを起こし、 何より海域的な視点ではなく陸域的な視点で語られるようになっている。
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  • -The development of Digital home electronics applied GAME-NICS method-
    Akihiro SAITO
    2011 Volume 5 Issue 2 Pages 73-77
    Published: 2011
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    本論文の目的は、ゲーム開発のノウハウを応用したカーナビ「スムースナビ NX710」の開発 プロセスを紹介し、事後検証を行うことにある。iPhoneの発売以後、デジタル家電業界では「ユーザー体験」を重視する開発姿勢が見られるが、ユーザーの操作性などに対する潜在的な不満は募っている。 一方「NX710」の開発では、筆者が提唱する「ゲームニクス理論」をベースに、クラリオン内製チームと協同開発することで、過去の製品に見られないユーザー体験を実現できた。今回の開発から得られた帰結は以下の 3 点である。1)ゲームの操作性を応用すれば、家電製品のユー ザー体験を向上させられる。2)プレイアブルデモの開発が有効である。3)開発はトップダウンで行い、 ハードとソフトの縦割り構造を取り払うことが重要である。
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