Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
12th Annual Conference
Displaying 1-50 of 53 articles from this issue
Front matter
Keynote
Peer reviewed session
  • Masanori FUKUI, Hiroaki OHDACHI, Masakatsu KURODA
    Article type: Conference Paper
    Session ID: T-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aims to explore the relationship between game literacy and motivation to use games among college students and to obtain basic knowledge for cultivating game literacy. We prepared “Game Literacy” scale, “Game-Related Personality” scale, and “Game Uses and Gratifications” scale and surveyed 103 second-year private university students. As a result, we found that (1) “Fantasy” relates “Skill,” and “Understanding/Utilization,” (2) “Preference” relates “Imagination/Immersion," (3) “Achievement” relates “Skill,” “Manners/Morals,” and “Exploration/Challenge,” (4) “Friends” relates “Understanding/Utilization,” (5) “Study” relates “Skill,” “Understanding/Utilization,” “Manners/Morals,” “Calm/Cautious,” “Imagination/Immersion,” and “Exploration/Challenge” were significantly related to each other. On the other hand, (6) “Recognition” and “Diversion” were not related to any of the factors of the Game Literacy scale or the Game- Related Personality scale.
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  • Kosuke ZAITSU, Toru FUJIMOTO
    Article type: Conference Paper
    Session ID: T-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aims to create a pattern language to support practitioners who intend to introduce game-based learning. Interviews were conducted with four instructors currently practicing game-based learning at an online school for digital games. Then we created a pattern language comprising 18 patterns to support the introduction of game-based learning. A workshop was conducted using the created pattern language. The results confirmed that these language patterns are useful for sharing and exchanging practical knowledge regarding game-based learning among instructors.
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  • Does Free Choice Afford Response?
    Shinji IMAGAWA, Mamiko SAKATA
    Article type: Conference Paper
    Session ID: T-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    It has been studied on the relationship between the Sense of Agency and goals, but only reported on very brief actions such as pressing button. However, our usual behaviors such as gameplay are often just a tool to achieve the longerterm goals, and it’s difficult to generalize without consideration. In this study, we changed the number of longer-term goals to reconsider this influence. The results suggested that, when the behaviors we choice are autotelic, the number of goals influences the Sense of Agency.
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  • Shunsuke Sato, Tomoki Kajinami
    Article type: Conference Paper
    Session ID: T-4
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper proposes a visualization interface designed to support match replay analysis in first-person shooter (FPS) video games, with a focus on the player action of waiting for corners. To “waiting for corners” is a specific term related to FPS games. It designates the action of waiting for corners of simulated rooms and passages for an enemy player character to enter the player’s field of view. It is important to check how well the waiting for corners worked in order to analyze whether they had the opportunity to fight in advantageous situations. In this paper, we propose a visualizing interface for presenting band graph of the time when the waiting for corners is effectively and when it is not effectively for each team in game field, for non-professional players.
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Oral session
Game play ( session 1 )
  • Takuya Kawamura, Yasuharu Nishi
    Article type: Conference Paper
    Session ID: 1-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    RTA, Real Time Attack, is popular in role playing games in recent years. It is another playing style to finish a game as fast as possible. In Japan, as RTA for RPG is popular, players increases a lot. Although RTA players should reduce defeats of battles which spend much time, novice players don’t know any battle strategy. In this presentation, we introduce an "HP-first strategy" to maximize winning percentage. The strategy consists of attacks keeping healing items and recoveries at the brink of defeats. We also show “Wishful thinking strategy” the novice players are likely to follow, and “Random strategy”. This presentation compares the three strategies by software agents in two types of battles, turn-based battles and time-based battles. The HP-first strategy achieved the best percentage both in the two types of battles.
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  • in view of global game video content platform competition
    Akira IGARASHI, Ema Tanaka, Yuhsuke KOYAMA
    Article type: Conference Paper
    Session ID: 1-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study focuses on the expansion of "Game Jikkyo" on online video platforms. This study examines interplatform competition in the gaming video content market in Japan and the U.S. through the intensifying competition among major U.S. platformers and the stagnation of the Japanese online video platform, NicoNico. In conclusion, the stagnation of the NicoNico was caused by the outflow of the gaming video content creators due to the lack of revenue gained, as well as the migration of viewers.
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  • Kaoru GHIOTSU, Yoshihiro KAWANO, Yoichi MURAKAMI, Masaki HANADA, Eiji ...
    Article type: Conference Paper
    Session ID: 1-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In the development of real-time Web games, tuning such as synchronization control and transmission interval considering the influence of network delay requires knowledge and experience. Therefore, reducing the time required for learning and trial and error for development is an issue. In this study, the authors developed a QoE assessment based on users' objective factors in order to reduce the time required for tuning during game development. Specifically, the authors have developed a QoE assessment by analyzing EEG and log data from a subject experiment in several combination patterns of network delay and tuning parameters by using a developed 2D game.
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Game AI ( session 2 )
  • Ren OZAWA, Tomoki KAJINAMI
    Article type: Conference Paper
    Session ID: 2-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this paper, we propose a voice guide system that encourages non-expert players to pay attention to the minimap in First Person Shooting (FPS) games. FPS experts focus on the mini-map in specific situations during play to get the information they need to play better. In this paper, we propose a voice-activated gameplay support system that determines the specific situations in which expert players focus on the mini-map and prompts non-expert players to focus on the minimap for each situation.
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  • Yuito MATSUNO, Yoshihiro KAWANO, Eiji NUNOHIRO
    Article type: Conference Paper
    Session ID: 2-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Realization of real-time Web games requires mastery of advanced techniques, such as synchronization control independent of communication frequency, and management of time and space considering the game genre and physical laws within the virtual space. The purpose of this research is to derive a method for adjusting prediction algorithms to reduce the effects of communication delay and requirements such as physical laws and the number of dimensions in the game space for real-time Web game development. Specifically, we propose a method for evaluating the effectiveness of more than a dozen patterns of combinations of physical laws, prediction algorithms, and communication delays in 2D action games, and compared the impact of each prediction algorithm on consistency and evaluated its effectiveness.
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  • Youichiro MIYAKE, Fujio TORIUMI
    Article type: Conference Paper
    Session ID: 2-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    A selection of AI technologies in digital games depends on mainly cost to implement each AI technology. In 80's, it was a typical way that game developers made their programs by themselves to control missions and characters, but it has changed to a new way to generate program and data automatically. The method to estimate production cost of implementing AI in a digital game by using a cost unit which is equal to describing a program by a developer is supposed to understand how much cost are reduced by auto-generation. The method make it possible to know a rate of cost of AI auto-generating to a whole development process in manual. The method is applied to estimate how much cost is reduced for various scale games such as AAA, middle-class, small, and very small games. As a result, for an AAA games, its cost can be reduced to one to a hundred, and for a middle-class game, its cost can be reduced one to ten. But for a small game and smallest game, a cost can’t be reduced.
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Character ( session 3 )
  • Through Correspondence Analysis and Comparison with Women's Fiction
    Aki NAKATANI, Shunsuke MUKAE
    Article type: Conference Paper
    Session ID: 3-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There are many personal pronouns in Japanese, and we use them in our daily lives depending on our position and relationship with others. How characters in games use personal pronouns is also determined by the various attributes that each character possesses. This study examines the correlation between the two in otome games released between 2017 and 2021. The study used correspondence analysis to examine the attributes of the main male characters and the patterns of personal pronouns they used, based on a crosstabulation table created from data for approximately 500 characters. Comparing the results with those for characters in women's novels published during the same period, we found that there were significantly more personal pronouns used in otome games than in novels, and that personal pronouns with the same sound but different kanji and kana spellings were independently influenced by character attributes.
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  • A Content Analysis of Popular Digital Games
    Akiko SHIBUYA, Hibiki OKURA, Akiyo SHOUN, Naoko ASOH, Hiroko OTSUBO
    Article type: Conference Paper
    Session ID: 3-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The popular digital games were selected by a survey conducted to young game players (from age 16 to 24 years olds), and we analyzed the diversity of game characters by using a content analysis. The results show that players can choose gender of main characters in 15 games but can choose sexual minority in only one game. Whereas the psychological and behavioral features of major female and male characters were similar, female characters were younger, more white, and more Japanese than male characters. Females were also slenderer and exposed more skin than males.
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Game and society ( session 4 )
  • Yuto Inuta
    Article type: Conference Paper
    Session ID: 4-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    As serious games have been attracting attention, and development and research of digital games have been promoted for the purpose of recognizing and promoting the value of political and social issues. Through game mechanics digital games can express the social structure itself that underlies political and social issues. In addition, due to the restrictions and meanings of game mechanics, digital games can effectively recognize and promote the value of political and social issues without much mediation of language.
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  • Is it the "Play" of Virtual Space, or the "Real" Society that has Advanced into Virtual Space?
    Yuna NAKAO
    Article type: Conference Paper
    Session ID: 4-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this presentation, "Metaverse" is the theme of consideration. Metaverse is expected to develop in future. Which is the essence of the Metaverse, playing into virtual space like digital games or real society expanding virtual space? In this presentation, I will discuss these conflicting propositions. Specifically, while contrasting Yoichi Wada and Zuckerberg's theory of the Metaverse, media studies are used as the methodology, and a hypothesis-constructive consideration is given to the direction of the development of the Metaverse.
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  • Focus on the Immersive Nature of the Online Experience
    Josuke NAGAI, Hironori SAKAI
    Article type: Conference Paper
    Session ID: 4-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    As we enter the coming society 5.0 (super-smart society), young people need to cultivate a mind that looks at life and death more than ever before. In the same way, it has been reported overseas that games with death and loss at the core of their narratives may be useful for "Death-education" for young people, as they can develop a sense of life and death from the death represented in plays and movies without experiencing death. In this study, we developed and implemented a novel game with the theme of "death. In this study, we developed and implemented a novel game on the theme of death. In this presentation, I will report on the developed game "Fatal Encounter and Farewell" and the impressions of the players.
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Education ( session 5 )
Research, analysis ( session 6 )
  • Kuan CHEN, Yuhsuke Koyama
    Article type: Conference Paper
    Session ID: 6-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, "social games" have heavily influenced the game market. The major difference between social games from conventional games is the "sustainability" of the game. The quality of real-time management has a great influence on sustaining the game service. This research investigates and compares the SNS management of several social games, and finds out the good and bad actions regarding game management.
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  • Focusing on Game Articles in Shogakukan's Grade-specific Educational Magazines
    Hitomi MOHRI
    Article type: Conference Paper
    Session ID: 6-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper aims to analyze the articles related to games in Shogakukan's grade-specific educational magazines, and to construct an analysis framework for articles useful for game research, and to clarify the characteristics of the magazines. As a result, classifications for each game platform and article content centered on "play," "education," and "PR" were created. Furthermore, using the classifications and analysis sheets, preliminary analysis was conducted using articles from 1975 to 1987 to clarify the characteristics of the magazines. It was suggested that the resource would be possible to consider game culture from a different perspective than the discourse in existing game studies.
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  • Kazufumi FUKUDA
    Article type: Conference Paper
    Session ID: 6-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Although the game research scene is becoming more and more active in Japan, it is often argued that domestic research trends are actually progressing in a particular direction compared to overseas trends. The purpose of this study is to provide an overview of the game research scene in Japan using a bibliometric approach and to clarify the changes in game research in Japan over time. We collected bibliographic data on 6,583 games from online bibliographic services such as CiNii, J-Stage, and NDL Search, and created a dataset. It became clear through data visualization and text mining that the composition of the community and the main topics have shifted from media for children, law, economics, and business administration to technology and social application.
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  • Mana SUZUKI
    Article type: Conference Paper
    Session ID: 6-4
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this presentation is to make two hypotheses about personal computers and video games in Japan from the late 1970s to the early 1980s. First, programming a video game with BASIC had two purposes which was learning (or verifying) a computer and playing a video game. Second, it was not a premise but a conclusion that video games were suitable to use a computer at home.
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e-Sports, industry ( session 7 )
  • Ayumi TAKAHASHI, Teruto KAWAMOTO, Hotaka SAKUMA, Masaru KAWAI, Masaki ...
    Article type: Conference Paper
    Session ID: 7-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    An e-sports tournament was held as a Projected-based Learning for the master's program of the collage of science and engineering. In this report, the outline of the e-sports tournament and the process from the proposal of the tournament concept to the holding of the tournament are explained. Then, based on the improvement points obtained from the questionnaire for the participants of the tournament, the considerations to hold the tournament are described in the future.
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  • [in Japanese], [in Japanese]
    Article type: Conference Paper
    Session ID: 7-2
    Published: 2022
    Released on J-STAGE: March 23, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
  • From the cases of xeen Inc.
    Kenji ONO
    Article type: Conference Paper
    Session ID: 7-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There is an increasing number of examples of the production of "revitalization games" with the aim of increase in the number of people interacting with each other, revitalization of local communities, and promotion of local understanding. In this study, the speaker focused on “AR the Nagaoka Palace”, “Let’s Go to Shidami Kofungun” and "National Treasure Hikone Castle Explorer! ", which are the applications for smartphone developed by xeen Inc. through a public private partnership as case studies and conducted the interview survey with the contact person in local government and producer in the company. As a result, the innovation by a heterarchical organization in which multiple organizations and groups with different evaluation criteria create new values through creative friction was observed.
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  • Case studies from local public museum
    Shion TERANO
    Article type: Conference Paper
    Session ID: 7-4
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Many local public museums in Japan have held exhibitions showing video game machines and related secondary materials. However, these exhibitions introduce video game machines, therefore they do not fully utilize the characteristics of local public museums or the expertise of curators. In this paper, we will look back into the past exhibitions and propose a specific method of exhibit video game machines, etc., in local museums and to get rid of the chronological exhibition that shows only the history.
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Serious game, gamification ( session 8 )
  • Yuki FUKUYAMA
    Article type: Conference Paper
    Session ID: 8-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we examined the effects of educational escape games on the acquisition of social-emotional learning, referring to the studies conducted in the past. As a result, we found that a certain level of "relationship-building" skills were developed even in escape games, which are designed to develop social-emotional skills as a secondary goal. This suggests that the structure of the escape game itself contributes to the acquisition of "relationship-building" skills to some extent. However, in order to effectively develop social-emotional skills, it is necessary to design a program that includes an escape game according to the principles of "SAFE".
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  • Hiroyuki MATSUGUMA, Hiromi OGINO
    Article type: Conference Paper
    Session ID: 8-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We provided a smartphone app that increases the number of steps by gamification, and 20 people used it for 19 weeks. We categorized the elements of gamification and added them in stages to measure steps and the number of continuous days. Changes in the number of steps and the number of continuous days could be observed for each stage. The results suggest the effectiveness and characteristics of each classification of gamification elements.
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  • Proceedings of 12th Annual Conference Edition
    Francesco Panto
    Article type: Conference Paper
    Session ID: 8-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years serious games, gamification are emerging concepts in the game industry. However often if a game is functional for the player (learning, mental health) usually it lacks charm and fun. The other way around is true. If a game is fun and appealing, usually doesn't care about other possible functions. The author is willing to produce a game which incorporates the fun and appeal of top-level Japanese games but that at the same time provides for the user an insight and a profound emotional experience. The first step is presented here. preliminary interview and questionnaire survey were conducted to understand which dimension of mental health is affected by fictional narratives consumption. After we conducted a pilot Intervention-control study using an original videogame produced according to the principles of narrative therapy and narrative transportation theory.
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Game design, development ( session 9 )
Panel session
Panel session 1
Panel session 2
  • Exploring the Connection Point between the Game Industry and Academia
    Chitoko KOIDE, Kazuhito UDETSU, Toshifumi NAKABAYASHI, Yasunori OYA
    Article type: Conference Paper
    Session ID: K-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Since 2000, many exhibitions about games have been held in museums. As a result, issues related to game exhibitions are becoming clearer. Based on the four case studies, we will discuss the following topics: "Issues of game exhibitions from the viewpoint of game companies, game developers, and researchers," "Issues of media mix between games and other fields (animation and manga)," "How game preservation will develop in the future," and "Issues of media mix between games and other fields (animation and manga). Based on the four case studies, we will discuss "issues of game exhibition from the viewpoint of game companies, game developers, and researchers," "issues of media mix between games and other fields (animation and manga)," "how game preservation will be developed in the future," and "human resource development and education," and think about the connection point between the game industry and academia.
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Interactive session
  • [in Japanese]
    Article type: Conference Paper
    Session ID: I-1
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
  • Kaito OUCHI, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, Kouji MIKAMI
    Article type: Conference Paper
    Session ID: I-2
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Many games that are called "junk games" for various reasons are not even talked about. On the other hand, there are "beloved junk games" that have a cult-like popularity. We considered that we could increase the buzz and reputation of games by finding the elements that make them beloved and adding them to games. First, we extracted candidates for favorable "junk game" elements from YouTube video comments. We created a game with these elements added and conducted an evaluation experiment. As a result of the experiment and verification, we found that the games with added favorable "junk game" elements entertained players more than those without them. It was also found that some of the favoritism "junk game" elements were counterproductive as a motivation to continue playing the game.
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  • Yukina OMORI, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, Kouji MIKAMI
    Article type: Conference Paper
    Session ID: I-3
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study was to reduce the user's experience time of screen transition effects in games. Through experiments using video images, it was found that the highly rated game effects had the effect of reducing the experience time. In addition, it was found that the timing of the stimulus could be a factor that changed the experience time. Based on this result, we investigated the change in the experience time when the player repeatedly watched the screen transition effects as in actual play. From the results, it was found that a highly stimulating screen transition effects may be inappropriate for users to watch repeatedly. Therefore, we speculated that an effects with constant stimuli would be suitable for a game in which the same screen transition effects would be viewed multiple times. For this reason, we thought it was important to change the screen transition effects according to the scene in the game.
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  • Research on Input Devices for Game Genres - Differences between Keyboards and Gamepads through Test Play of Experimental Games
    SeongHyun KIM, Masanobu ENDOH
    Article type: Conference Paper
    Session ID: I-4
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Input devices for video games can be divided into keyboard, mouse and gamepad. We thought that since different game genres require different operations, suitable input devices would also differ. Therefore, we implemented and test-played four experimental games in the following genres: 2D action, 2D shooting, racing, and FPS. As a result, we found that keyboard and mouse are suitable for 2D shooting and FPS, while gamepad is suitable for racing.
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  • Toyohisa NAKADA
    Article type: Conference Paper
    Session ID: I-5
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this paper, I will introduce the activities on games and education that the author has been conducting in lectures at universities since 2012. First, games and education are classified into four categories based on their relationship, and the contents of three of these categories are presented. In addition to the qualitative evaluation based on the author's subjectivity, quantitative evaluation results such as improvement in class evaluation questionnaires and increase in the number of students are also presented. However, we were not able to obtain any data on the improvement of grades.
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  • Seiko SHINEHA, Saori SATO, Hajime SHIMOYAMA, Junko MATSUDA, Mami KOMAY ...
    Article type: Conference Paper
    Session ID: I-6
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The co-creation board game called "Changing" is a new type of six-color reversi game where the players complete a 6x6 board by "mixing" colors among different colored pieces. Unlike Othello, the pieces sandwiched between RGB or CMY will change their color based on the property of the corresponding color model. In this study, as a preliminary evaluation of the prototype, the "Changing" was practiced by 10 undergraduate students and we compared the differences in gameplay experience between online play, which uses the digital version (β version app), and face-to-face play, which uses the analog version (cube building blocks). On analyzing the results, it was suggested that while the sense of co-creation among peers who played together is more likely to be obtained in face-to-face play using building blocks, online play using the digital version may be expected to produce "co-creation" among users who are not synchronized in time and space.
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  • Miyuri SAKAI, Hideo YOSHIZAWA, Masanobu ENDOH
    Article type: Conference Paper
    Session ID: I-7
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    It has been shown that weight perception by augmented reality can assist in handling object. We thought that the feedback of the work results would be one of the factors that would change the experience by such external stimulation. Therefore, we implemented a content that makes a pleasant sound when the user succeeds in each task in a series of simple muscular exercises and verified it through test play. As the results, it suggested that the sound increases the number of times the task can be continued.
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  • Fuya OGINO, Teruki IMAI, Ren NITTA, Masakazu FURUICHI
    Article type: Conference Paper
    Session ID: I-8
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this research, we have developed a prototype of a web game to learn media literacy for students. The prototype system DoubtMisleader aims to acquire the ability to judge the credibility of information spread on SNS. As a method of judging the credibility of information, we referred to the idea of "assessment tool". Since it is required to judge the creditworthiness of information spread in the game world, which is different from the real world, it is a feature that it cannot be judged correctly only by common sense. In this game, we devised the information presented in the game so that it would be an error if the player makes a judgment based on common sense in the real world when judging "which information is worthy of credit".
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  • Hiroki Hase, Masanobu Endoh
    Article type: Conference Paper
    Session ID: I-9
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There are games that make you feel unpleasant. We researched the elements that make us unpleasant. We implemented and experimented with a game that intentionally included these elements. As a result, inappropriate rules and poor player skills were extracted as factors that make the game unpleasant. On the other hand, there was also an aspect of enjoying the game by creating the rules, recognizing that it was unpleasant.
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  • Takashi IMAGIRE
    Article type: Conference Paper
    Session ID: I-10
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this demo, we will reproduce the color vision and wide field of view of dragonflies on HMDs in real time. 360 degree camera videos will be streamed and viewed on HMDs. In this research, we have developed an HMD vision that is able to reproduce the world as if it were a dragonfly. This research is a basic study of a game that realizes the expansion of the field of view in HMDs, and is one of the practices of science education using information technologies.
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  • Taisei Kondo, Shogo Nagamitsu, Masakazu Furuichi
    Article type: Conference Paper
    Session ID: I-11
    Published: 2022
    Released on J-STAGE: March 20, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In a severe disaster such as flood caused by heavy rain, people are required to refer to Disaster Mitigation Information in order to make their quick decisions for early evacuation. In addition to Evacuation Information such as evacuation orders, the content and expression of Disaster Mitigation Information has been changed in Japan, however, the understandings of those information by Japanese are insufficient. In this study, we developed a prototype of an adventure game based on the flood disaster in Nagano City caused by Hagibis Typhoon in 2019. This game is to help players to understand what kind of Disaster Mitigation Information is available and to be able to collect it by themselves, and of promoting the use of it through the experience of making evacuation decisions.
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