Journal of Digital Games Research
Online ISSN : 2434-4052
Print ISSN : 1882-0913
Volume 7, Issue 2
Displaying 1-6 of 6 articles from this issue
  • -A new form of urban entertainment in the form of Arcade video games-
    Yasuo Kawasaki
    2015 Volume 7 Issue 2 Pages 1-12
    Published: 2015
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    In the history of video games, the café where the video game machine was introduced has been considered influential only in contributing to the arcade video game machine craze of the late 1970s. This study attempts to elucidate the actual conditions of this café using historical information and a field survey of the café where the video game machine was introduced which still exists. This research focuses on game machine type, operating season, usage, and user. The study reveals that this café created a new opportunity to provide short-term leisure activity to office workers in Japan during the 1980s.
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  • Toru FUJIMOTO, Yoshihiro KISHIMOTO, Keiichi NISHIMURA, Kaoru TAKAHASHI ...
    2015 Volume 7 Issue 2 Pages 13-21
    Published: 2015
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    The research examined the effectiveness of an open online learning game platform to host mathematical thinking games for Indie game developers and students interested in developing learning games. The platform features an application program interface which enables game developers to obtain play log data and offers data-analytic functions to monitor how the games are played and received by audiences. The survey results indicated that the platform offered an opportunity for game developers to gain feedback on their prototypes by users and other game developers. It was also indicated that the platform could contribute to enhance the education of future and current game developers.
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  • Tomohiro KIMURA
    2015 Volume 7 Issue 2 Pages 23-33
    Published: 2015
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    This study examines the effects of different elements in video games on emotional experience and physiological response by using the Emotion and Arousal Questionnaire, salivary cortisol, and heart rate. Saliva samples and subjective data from the questionnaire were collected from 30 university students twice before and twice after playing a video game. They were randomly assigned to three groups: skill-learning, fighting and control with ten participants per group. The skill-learning group and the fighting group both played a fighting game. The skill-learning group played a training mode which requires players to learn the skill of the fighting game, while the fighting group played a match mode in which players fight computer-controlled characters. The control group played a game in which players leisurely enjoy village life. The results show that there were no significant differences in salivary cortisol or heart rate among three groups. However, there were significant differences in subjective indexes: tense and energetic arousal were evoked significantly in the skill-learning group and the fighting group.
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  • Hideichi MIYANO
    2015 Volume 7 Issue 2 Pages 35-43
    Published: 2015
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    University students evaluated a computer role playing game as a self-help tool of cognitive behavior therapy for the prevention of depression. Survey responses and text mining approach revealed that this computer role playing game was preferable to a workbook, a website program, and a board game as a self- help tool and was evaluated as “amusing,” “fun,” and “preferable.” Results suggest that according to subject preferences computer role playing games can be an acceptable self-help tool for preventing depression for university students.
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  • -long-term experimental observations and a case report as a therapeutic application-
    Nagisa MUNEKATA, Kotaro SAKURAI, Teruhisa NAKAMURA, Hiroshi YOSHIKAWA, ...
    2015 Volume 7 Issue 2 Pages 67-78
    Published: 2015
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    We developed a biofeedback game “The ZEN” using a reaction to changes in skin conductance response as a training system. We have conducted a long-term experiment to investigate the entertainment and training effect features of “The ZEN”. And we also investigated the effectiveness of biofeedback training using a game for an epilepsy patient as a therapeutic application.
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  • Yuki FUKUYAMA, Takehiro WAKIMOTO, Satoko AZAMI, Yui IGARASHI
    2015 Volume 7 Issue 2 Pages 79-88
    Published: 2015
    Released on J-STAGE: October 01, 2019
    JOURNAL FREE ACCESS
    We developed and evaluated a simulation game "The Novice Teacher's Diary" for developing teachers' mentoring abilities. The game has "simulation mode" and "reflection mode", and player can experience and reflect mentoring theory. Experiments were conducted to examine the effects of the game. The results suggested that the games enable players to acquire "knowledge about supporting novice teacher" and "cognition of importance of supporting autonomy"
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