Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
13th Annual Conference
Displaying 1-50 of 65 articles from this issue
Front matter
Keynote
Peer reviewed session
Peer reviewed session 1
  • Tomohiro KIMURA, Hiromasa YOSHIMOTO, Kazuo HIRAKI
    Article type: Conference Paper
    Session ID: Pr-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we used functional near-infrared spectroscopy to investigate the relationship between flow and prefrontal cortex activity during gameplay. During the experiment, participants played a video game with four difficulty levels that are set according to the speed at which objects fall. Results show that subjective flow is highest during gameplay at normal difficulty and lowest at extreme difficulty. Additionally, as the degree of flow increases, the activity of part of the right prefrontal cortex decreases, while playing at an easy difficulty level.
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  • Masaki TAIRA, Tomoki KAJINAMI
    Article type: Conference Paper
    Session ID: Pr-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We propose a visualizing system for characters activity in League of Legends (LoL). LoL players review their matches in the games using a replay function on the game software, however it is difficult to know when and how their characters activity. We propose a system that calculates characters activity during any time period on the match based on three types of actions and enables players to analyze their actions during power spikes by activity graphs and action icons. We show the effectiveness of the proposed system through evaluation experiments.
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  • Shinnosuke SAITO, Humiya WASAN, Tomoki KAJINAMI
    Article type: Conference Paper
    Session ID: Pr-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this paper, we propose an interface for supporting review of post-match on the Gundam action game, which visualizes the superiority or inferiority of players during any time period in the match. Players of the game fight cooperating with their allies. However it is difficult to review post-match focusing on factors related to cooperation with allies. In this paper, we focus on four factors related to the cooperation with allies, judge whether superior or inferior of players, and visualize the degree of superiority or inferiority. We show the effectiveness of the proposed system through evaluation experiments.
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  • Hiroyuki EGAMI, Takahisa WAKABAYASHI, Tsuyoshi YAMAMOTO, Md. Shafiur R ...
    Article type: Conference Paper
    Session ID: Pr-4
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The number of people who play video games has become close to three billion during the COVID-19 pandemic. Yet, video games' causal effect on mental well-being has been understudied, and most studies have relied on correlation. We select K6 and SWLS for measuring well-being and apply causal inference methods. We take advantage of a natural experiment where lotteries for purchasing video game consoles—the Nintendo Switch and the PlayStation 5—created a random variation in access to video games. Using online surveys with 100,000 responses from Japanese aged 10-69 during the COVID-19 pandemic, we find that video gaming impacts users' mental well-being positively. Winning a game console lottery positively affects well-being by 0.2 SD for the Nintendo Switch and 0.1-0.2 SD for the PlayStation 5. The instrumental variable approach indicates that owning a new game console has a positive impact on well-being by 0.6 SD for the Nintendo Switch and 0.1-0.2 SD for the PlayStation 5. In addition, a machine learning method reveals a striking difference between the heterogeneous effects of the two video game consoles. While the PlayStation 5 effect is smaller for teenagers, married, nongamers, and females, such heterogeneity is not found for the Nintendo Switch effect.
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Peer reviewed session 2
  • A Review of the Literature and Suggestions
    Akito INOUE, Muneyuki TAKAHASHI
    Article type: Conference Paper
    Session ID: Pr-5
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this paper, we will demonstrate the norms that are commonly upheld as ethical guidelines for gamification through a literature review. This review will provide practical guidance for operators involved in gamification, highlighting current trends and best practices. We will also examine the limitations of such efforts and provide an overview of the challenges faced by those striving to establish ethical guidelines for gamification. Finally, we will propose a basic set of guidelines to serve as a minimum standard for ethical gamification practices.
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  • Hiromi OGINO, Hiroyuki MATSUGUMA
    Article type: Conference Paper
    Session ID: Pr-6
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Gamification can be more effective if its design is tailored to user preferences. Previous studies have shown a relationship between user types and gamification elements; however, the typicality of user types has not been investigated. Therefore, we conducted empirical research on the relationship between the degree of typicality of user types and behavioral change. We provided a smartphone app that promotes walking with gamification, and collected access logs of 41 people for 30 days. We analyzed the typicality of user types and the relationship between typicality and steps from access logs based on the Gamification User Types Hexad. As a result, 85.4% of the users were low-typical users, and there was no correlation between typicality and number of steps. Furthermore, we analyzed by user type, Philanthropists and Disruptors had greater variation in typicality, and Socializers had fewer steps.
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  • Chitoko KOIDE
    Article type: Conference Paper
    Session ID: Pr-7
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper discusses the treatment of videogames as a "cultural resource," focusing on the collection, archiving, exhibition, and professionalism of videogame materials in the context of a museum. First, in response to previous studies that call for curators with specialized knowledge of videogames, this paper discusses the importance of curating videogames, although the current curatorial system in Japan makes it difficult to train curators with high expertise. Next, we will discuss methods of collecting, storing, and exhibiting videogames in museums outside of Japan, as well as the issues they face, based on previous studies. Finally, the need for cooperation and organization to reduce the loss of videogames as a "cultural resource" will be discussed based on the case of the Kyoto International Manga Museum, and the various current situations related to videogames will be identified. The question of how video games, a "cultural resource," can be collected, archived, and displayed in museums in the future is not only a subject for curators, but also for those of us involved in video game research.
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  • Akemi NISHIMURA
    Article type: Conference Paper
    Session ID: Pr-8
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Are the motivations to play Animal Crossing New Horizons a culturally universal phenomenon with the COVID-19 pandemic? To answer this question, there is a major problem with game studies from psychological perspectives. It is the virtual absence of cross-cultural research regarding all of video game titles. This study examines the role of national cultural values, as defined by Hofstede (2001), in trans-national differences in the motivations towards the game by utilizing online questionnaire and statistical analysis. The findings revealed that the primary motivation is “recreation”, and there are links between it and cultural values underlying each country titled “Indulgence vs Restraint” and “Long-term Orientation vs Short-term Orientation.
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Oral session
Gamification and Serious game 1 ( Oral session 1 )
  • Hironori SAKAI
    Article type: Conference Paper
    Session ID: 1-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study examined the effects on students of a novel game about death and loss.The intervention effects were measured using the "giving meaning to loss experience scale" and the "self-growth feeling resulting scale" on students at X University.The results showed that there was a significant difference in the "giving meaning to the experience of loss "before and after the experience of this novel game. The results also suggested that the factor "catching the message of the event" had a positive effect on "self-growth feeling" in the "giving meaning to the loss experience" scale.
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  • Toru FUJIMOTO
    Article type: Conference Paper
    Session ID: 1-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In the early 2000s, the concept of "serious games" was developed as a way to expand the application of games. Such concept had been treated mainly in an educational context in various fields, such as educational and learning games and simulations. Involving the game industry and academic circles, it became widespread. In the 2010s, "gamification" further expanded such social interests in various fields, and involved social efforts to incorporate games into society. This presentation will organize and discuss the evolution of related concepts that have been proposed along with serious games and gamification.
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  • Kosuke ZAITSU, Toru FUJIMOTO
    Article type: Conference Paper
    Session ID: 1-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Game jams are events where digital game developers with different skills form temporary teams to create prototypes in a short period of time. In this study, we developed and implemented a game jam workshop for upper elementary school students, and aimed to clarify the effects of the workshop with the game jam approach on the creativity of the participants.
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  • Yukihide Miyosawa
    Article type: Conference Paper
    Session ID: 1-4
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    [Purpose] The corona crisis has a major impact on medical education. Medical students' ward practice is often interrupted, and the opportunity to observe the Neonatal Intensive Care Unit (NICU) is spoiled. To supplement the training opportunities, we developed a serious game as a tool to simulate support for expectant and nursing mothers and neonatal medicine. [Results] 61 people responded to the questionnaire after playing. 87% of the respondents answered that serious games are useful for medical education. [Discussion] It was shown that serious games have a certain educational effect in the medical field. There is also a possibility that the next generation of perinatal medical workers can be trained through intense production with medical students. On the other hand, there was also the problem that if the content was too technical, it would be difficult to release it to the public. [Conclusion] The effectiveness of the serious game was shown in the medical field.
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Game and Sociology 1 ( Oral session 2 )
  • Centering on the Proceedings of Local Prefectural Assemblies
    Yasuo KAWASAKI
    Article type: Conference Paper
    Session ID: 2-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study is to clarify the social recognition of game culture in Japan and to consider the nature of social control in Japan. Based on this, this presentation aims to consider the social recognition of game centers by surveying and analyzing the discourse on game centers in the proceedings of each prefectural council in Japan. The study analyzed the discourse on "game centers" and its surrounding social context using the search system for each assembly, which exists on the official website of each prefectural assembly. As a result, it is clear that Japanese game centers are considered, as far as this survey is concerned, to be "facilities where young people tend to gather and where problems can easily occur," similar to convenience stores and karaoke clubs. In addition, there was no awareness of "gambling," and based on the awareness of the relaxation of some laws and regulations, it became clear that there may be room for reconsideration of the current laws and regulations, which are mainly focused on "gambling" and "youth protection.
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  • Takuya TAKEDA, Sakiko KUNO
    Article type: Conference Paper
    Session ID: 2-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this presentation, we will analyze Pre-zero years game magazines. The first half of the report, we will focus on the 80s when game magazines began to emerge. In doing so, we will identify how communities were formed among readers or between readers and editors. The second half of the report, we will focuse on the 90's, when games gained social recognition and game magazines were launched one after another, and examine the public view of games and consider the response of readers and editors to this viewpoint.
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  • Children and Video Games as Seen from Shogakukan's Grade-specific Educational Magazines
    Hitomi MOHRI
    Article type: Conference Paper
    Session ID: 2-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, I collected articles on video games in Shogakukan's grade-specific educational magazines (GE- magazines) for six grades from 1975 to 1987 and constructed an article database. Furthermore, I examined the article contents, compared them with previous studies on the history of video games, and considered new research perspectives in considering the spread of video games in the early years of the game industry. As a result, a large amount of video game articles were found in GE-magazines, which are non-video game specialized media. In addition, analysis of the article contents showed that the articles were written before the Family Computer boom after 1985, and presented an important discussion point, especially regarding handheld electronic games.
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AI and Machine learning ( Oral session 3 )
  • Takuya KAWAMURA, Yasuharu NISHI
    Article type: Conference Paper
    Session ID: 3-1
    Published: 2023
    Released on J-STAGE: March 30, 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. Our past research, HP-first strategy, focused on a strategy for maximizing winning percentage to minimize playing time. But because recovery consumes much more time than attack, there will be another strategy, "Attack-first strategy". This presentation introduces detail of "Attackfirst strategy" and compare it to ""Attack-first strategy". We also discuss an integrated strategy to optimize time for RTA.
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  • Hannah Kang, Yasuharu Nishi
    Article type: Conference Paper
    Session ID: 3-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    AI agent is applied to balance adjustment testing for First Person Shooter games (BAT4FPS). Current research can generate human-like AI agents for BAT4FPS, though they are limited to explore and play them just around a local position. This study proposes a BAT4FPS approach by a human-like AI agent exploring both locally and globally. We merge different AIs, Rule based AI for global exploration and Deep reinforcement learning based AI for local exploration, switching each other automatically. In this presentation, we show higher coverage of local and global positions than existing research.
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  • Youichiro MIYAKE
    Article type: Conference Paper
    Session ID: 3-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The early education of AI and programming is required in Japan, and a board game to learn principles of AI, programming and computer is made. Further the book including the board game is published. A user to play the game is required to program arrows on the paper to make a move. One turn is 3 moves, and a user must program further 3 turns by putting arrows on the board. In the book, the "for loop" is explained. The program of arrows must be compiled by being processed by CPU on the board. A user can learn the principles of AI, programming, and computer by operating programs of arrows on the board game. The design process of board game is explained.
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  • Hiroto Morimoto, Hajime Murai
    Article type: Conference Paper
    Session ID: 3-4
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Automatic generation technology for various elements of conventional games has been applied not only in the research phase but also in commercialization. However, few attempts have been made to automatically generate sequels to existing stories, either in games or in other media. In this study, we investigated the common characteristics of popular sequels and the conditions under which users accept a sequel as a continuation of a previous work. Specifically, we established an evaluation axis for sequels, conducted a questionnaire survey of selected games to determine the degree to which the evaluation axis matched that of the previous game, set sequel criteria based on the results, and analyzed the games that were accepted as sequels. The results of the questionnaire were used to set the criteria for a sequel, and the works that were recognized as sequels were analyzed. The characteristics of sequels to role-playing games and shooting games were also analyzed to clarify the differences between them.
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Game and Sociology 2 ( Oral session 4 )
  • Miyu YOKOTA, Yuya DAN
    Article type: Conference Paper
    Session ID: 4-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We report on the results of the "GEKITAI-HAI," an e-sports tournament hosted by Ainan in Ehime, JAPAN which we worked on as part of a regional innovation project under the game title of "Identity V." In this tournament, we managed the 2nd tournament and were involved in the planning and execution of the project. Through the management of the project, the possibility of regional innovation utilizing e-sports will be discussed.
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  • through Foldit, Eyewire, Stall Catchers Analysis
    Yuto Inuda
    Article type: Conference Paper
    Session ID: 4-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, I analyzed the text data in the community of the Citizen Science game "Foldit" by text mining and analyzing the interactions among players on academic matters. The results showed that information on biochemistry and AI were actively shared and discussed beyond the scope of the game. In addition, it was found that there was an active exchange of information on adjacent disciplines such as medical research and programming. Foldit is not only a place to support scientific research, but also a place where academic knowledge is accumulated and discussed.
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  • Liwei Hao, Akinori Nakamura
    Article type: Conference Paper
    Session ID: 4-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    By studying the characteristics, personalities and purchasing behaviors of pirate users in game and anime research, we aim to identify the similarities and differences between licensed and pirate players, and to identify ways that can turn pirate players into licensed players by looking at user perceptions from each different platform, thereby increasing sales in the ACG industry.
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  • A Comparison with Virtual YouTubers Using the Concept of "Play”
    Yuna NAKAO, Hiroaki HORIUCHI, Daiki MACHIDA, Yuuki MATSUI
    Article type: Conference Paper
    Session ID: 4-4
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper examines the question of whether the metaverse can cross the "chasm" in Japan. Specifically, VRChat, a representative platform of the metaverse (VRSNS), is analyzed and discussed from the perspective of "the nature of 'play'" with virtual YouTubers, who are often confused with the metaverse and have already crossed the chasm. The analysis reveals that while the essence of VRChat as a "play" is "entrepreneurship" and has high social value, VRChat is essentially not designed for the majority. However, by taking advantage of the appealing and cognitively confusing nature of virtual YouTubers with the Metaverse, we were able to propose a strategy to promote VRSNS to the Early Majority segment bypassing the Late Majority segment, which is easily influenced by its surroundings.
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Game element technology ( Oral session 5 )
  • Takashi OBANA
    Article type: Conference Paper
    Session ID: 5-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this presentation is to reconsider interactive music (IM) in digital games, especially in comparison with film music. This topics of this presentation are (1) definition of IM, (2) actual visual expression by IM, and (3) reconsideration of IM with the help of film music research. In this paper, we will place IM in digital games on the chopping block of video/film music research history, and critically examine the meaning of game-specific music.
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  • Ryota KADOKURA, Yoshihiro KAWANO
    Article type: Conference Paper
    Session ID: 5-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Recently, real-time Web games have been developing significantly. In particular, many factors have been incorporated into the enjoyment of players in multiplayer online games, such as interaction and competition with other players, immersion in the worldview and story, self -projection into the main character, challenging difficult quests, and other personal preferences (genre, play style, and character preferences) and human relationships. However, it is difficult to sati sfy the above player demands in online games due to communication delays. Therefore, this study focuses on the Five F actor Player Traits Model (5FPT) to investigate ways to compensate for communication delays that are compatible with player traits and that satisfy player demand as much as possible. Specifically, to investigate the degree of player enjoyment of the game, the 5FPT was investigated in a subject experiment, and player traits were analyzed using clustering.
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Psychology, Biology, Anatomy and Game ( Oral session 6 )
Gamification and Serious game 2 ( Oral session 7 )
  • Shinya MIYAGAWA, Mamoru ENDO, Mayu URATA, Takami YASUDA
    Article type: Conference Paper
    Session ID: 7-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, with the utilization and development of cloud technology in the information society, many attempts have been made to solve many social issues. Due to the spread and increase of cloud services, the number of learning contents has increased remarkably. Therefore, it is necessary to acquire cloud technology appropriately in the information society. we report a practice aimed at continuously improving learning motivation in the acquisition and deployment of cloud technology. In addition, we considered the importance of gamification utilization in learning when task setting is difficult. In this study, we evaluate a sustainable approach in the rapidly changing field of cloud technology, analyze it based on actual case studies, and describe its future possibilities.
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  • Yuto Inuda
    Article type: Conference Paper
    Session ID: 7-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Crowdsourcing games are games in which an unspecified and large number of people are asked to use their excess time to perform tasks necessary to solve various problems. There are four characteristics of crowdsourcing games: linkage with problem-solving, social contribution, task division, and human orientation. There are three problems wi th crowdsourcing games: yarigai exploitation, unauthorized use, and information leakage. Crowdsourcing games have some problems, but they have the potential to make good use of the surplus time and production capacity of an ever-increasing number of game players, and to realize a more affluent society.
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  • Masakatsu KURODA, Masanori FUKUI
    Article type: Conference Paper
    Session ID: 7-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    To gain basic knowledge about the use of gamification in higher education, we conducted a questionnaire survey of university students regarding user types of gamification and their preferences for various game design elements. The results suggest that there may be a relationship between some user types and game design elements, such as a positive correlation between a user type motivated by altruistic purposes (Philanthropist) and game design elements such as "being able to take care of and help others in learning activities. The results suggest that there may be a relationship between some user types and game design elements.
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Graphics ( Oral session 8 )
  • Takashi IMAGIRE
    Article type: Conference Paper
    Session ID: 8-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In the game graphics, Fresnel's equation using Schlick's approximation is often used for the reflectance of rays in ray tracing. However, specular reflection, which is good for ray tracing, tends to cause polarization effects, and it is thought that the difference from Schlick's approximation is likely to appear in rendering results. We evaluated the difference when considering the polarization of the light propagation and verified the speedup techniques on the considering the polarization.
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  • [in Japanese], [in Japanese], [in Japanese], [in Japanese]
    Article type: Conference Paper
    Session ID: 8-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
  • Victoria Hsu, Wee Sern Tan
    Article type: Conference Paper
    Session ID: 8-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In the modern society where technology is changing rapidly, games have become an indispensable existence in our life. Game design is a professional industry with a division of labor, and games with 3d characters are an industry that requires good computer equipment and technical division of labor to produce a good game project. 3D games are made on a technology-centered basis, including modeling, materials, skeleton, controllers, special effects, etc. The most important part of the game is the game motion design, because a game that does not move will not be a game, but currently in learning how to make 3D game motion design in Taiwan, most schools are using 3Ds max to teach and rarely use Maya. This study is focused on discussing the difference between 3Ds max and Maya in how they bind the skeleton of creation. Besides, the rig and skin processing parameters are also discussed. Finally, we provide some guidance for learning and teaching in 3D game character binding in the future.
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Panel session
Panel session 1
  • From the current status of "Game Makers"
    Morihiro SHIGIHARA, Daiki KAMIYAMA, Kei ARISUE, Hideki TABATA, Kenji O ...
    Article type: Conference Paper
    Session ID: Sp-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, in addition to publishers and web media management companies, an increasing number of gaming PCs and professional e-sports teams have their own media, so-called owned media, which provide unique information through completely different management methods from existing game media. In this report, we will discuss the latest status of text-centered web media, as well as future prospects and issues, based on the current status of "Game Makers," an web media for game developers that began operation in May 2022.
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Panel session 2
Panel session 3
  • Kenji ONO, Shinnosuke HIROSE, Yasuhide ISHIGAMI, Toru FUJIMOTO
    Article type: Conference Paper
    Session ID: Sp-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The social positioning of training games is changing. Until now, training games have been designed and produced for the purpose of internal corporate training. In addition, they have been used for educational projects by local governments and NPOs, and have been incorporated into school education, thus diversifying the points of contact with society in recent years. In this session, we will first review the current status of training games. Next, we will discuss the similarities and differences between training games and conventional serious games, and deepen our discussion on the academic positioning of training games.
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Panel session 4
Interactive session
Interactive session 1
  • Erina FURUGORI, Uno TSUCHIDA, Masakazu FURUICHI
    Article type: Conference Paper
    Session ID: In-1
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Due to the epidemic of the new coronavirus, opportunities for many people to communicate are decreasing. For this reason, universities provide opportunities such as seminars aimed at improving communication skills, as well as similar opportunities outside the university. It is planned. In this experiment, we made a prototype of a serious game based on interview practice, which is important when job hunting, mainly targeting students who like games. Also, we will have them experience it and measure how effective it is in answering and responsiveness. Interviews are conducted using multiple virtual characters, and responsiveness and answer content analysis are performed based on the interview results. In addition, we will verify how much you can improve your ability to respond quickly and your communication skills in an interview by continuing to practice this interview.
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  • Soni KAN, Kaho NAKAMURA, Masakazu FURUICHI
    Article type: Conference Paper
    Session ID: In-2
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, CBT-based examinations such as the Information Technology Engineer Examination, the EIKEN, and the TOEFL have become increasingly popular both in Japan and abroad. In Japan, SPI, which uses the CBT format, is widely used in aptitude tests. However, in the CBT format, a time limit is set for each question depending on the method, and the questions change according to the answer situation, so it is necessary to take sufficient countermeasures. We have developed a four-choice quiz game using Unity, which allows the user to specify the time limit and to review the answers at the appropriate time, as well as a quiz game with an original character that changes according to the learning status. We are also developing a system that effectively introduces the power of games, such as an original character that changes according to the learning status. In the interactive session, participants will experience a prototype version of the game using SPI as the content.
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  • Keito TACHIHARA, Aki HATTORI, Yuuna MATSUNAGA, Sumire OHIRA, Masakazu ...
    Article type: Conference Paper
    Session ID: In-3
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, the lack of exercise among young people has become a serious problem. According to a WHO survey in 2016, four out of five young people around the world lack exercise. In Japan, 81.0% of young people do not exercise at least one hour per day as recommended by the WHO, of which 77.6% are young men and 84.7% are young women. The future impact of lack of exercise among young people is an increased risk of obesity, metabolic syndrome, and type 2 diabetes. Therefore, we are developing a system called “LET'S UNDO” to eliminate the lack of exercise among young people. Oculus quest 2 uses Unity, the character runs in a virtual space, and obstacles appear while running, so we built a system that uses the body to move the character and avoid obstacles. In the interactive session, you can experience the prototype version of “LET'S UNDO”.
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