Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
Current issue
Displaying 1-50 of 66 articles from this issue
Front matter
Keynote
Peer reviewed session
  • Homeira Baghbanmoshiri
    Session ID: 1-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In an era where serialization prevails across all media, particularly in digital formats, understanding how these repetitive patterns impact the consumption of popular and mass media is crucial. Final Fantasy stands as a massively popular and highly serialized game series. Thus, this study seeks to comprehend the seriality present within the Final Fantasy game series. It intends to achieve this by employing the categorization proposed by Denson and Jahn-Sudmann, Umberto Eco’s taxonomy of serial production. The research primarily centers on the internal workings of the games themselves, particularly the main series and the serialized features within and between installments in the series. Analyzing the repeated patterns in comparison to features that have changed from game-to-game show that initially, FF incorporates elements from a broader context, including fantasy literature, manga and anime, TTRPG, and CRPGs. However, it then modifies these elements based on its own preferences. In this process, FF develops its own encyclopedia or database. Consequently, when creating each new game, the series draws from this database, reusing some elements and altering others. Therefore, the common thread linking all the installments in the series is not a single character, game mechanic, or universe, but rather a database or the encyclopedia.
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  • - A Focus on Game Design in Submitted Works to Cheng Guang -
    Xi Nan HUANG, Shunsuke MUKAE
    Session ID: 1-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With increasing self-awareness among women due to their growing societal presence in China, there is a noticeable emphasis on empowering them in otome games. The trend of ”da nu zhu” (大女主), or Big heroine, prevalent in content targeting women, is also common in games, where their systems prioritize playability. This paper focuses on the game design of works submitted to the Chinese online platform Cheng Guang and examines the needs of Chinese female gamers. Compared with otome games in Japan and the US, it aims to illuminate the distinctive features of women's games in China, shaped by its unique social context.
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  • - An attempt to summarize game audio research on "Music Video Games" toward future discussions on ”musical acts” unique to digital games -
    Yohei YAMAKAMI
    Session ID: 3-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation will examine the Game Audio Studies and Musicology discussions on the genre generally called "Music Video Games" over the past decade, in order to deepen our consideration of the reality of "musicality" that justifies the genre name, and to examine the possibility of "musical acts" in digital games in general, and the uniqueness an dsignificance they may possess.
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  • - GTA Analysis of Player’s Recognition Towards Non-Player Character -
    Miki TAKAMATSU
    Session ID: 3-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS FREE ACCESS
    During gameplay, players sometimes treat NPCs like friends, sometimes like tools. In this study, I attempted to qualitatively clarify players' recognitions towards NPCs in order to consider how NPCs would appear in players’ minds, which cause players to have a polarized perception of “person” and “stuff”. As a result of constructivist GTA based on video ethnography of live gameplay and semi-structured interviews, it has become clear that there are four recognition forms towards NPCs: as a person, as a Kyara, as a game character, and as a system. In this paper, I consider each of these four forms of recognition, unwind the connection of these, and depict the overall structure of the recognition.
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  • Riko ABE, Yuya DAN
    Session ID: 4-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Recently, active research and tool development around generative AI has led light on, so that automatic game map generation is the critical example. However, it is not easy to generate the creator's ideal map in terms of the structure of rooms and roads in unconditional game dungeon map generation. Therefore, we propose an algorithmic method to automatically generate game maps with a high degree of freedom in accordance with the user's idea of the situation, such as not only room layouts but also two types of scenes of natural objects and buildings.
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  • Shu Nakamura, Masaki Abe, Taichi Watanabe
    Session ID: 4-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In previous game development, when applying textures to such vast terrain, A technique called tiling has been used to lay out a single seamless texture like a tile. However, the wider the area on which tiling is applied, the more the repeating pattern becomes noticeable. Therefore, the goal of this research was to improve the repeating feel of patterns and the lines that are visible at a distance. We focused on a method called texture blending, which combines two textures to create a natural look. Then, blend the tiled surfaces using Perlin noise as a mask image to create the pattern of the two textures. By making it appear sparsely, the repetitive feel of the pattern was reduced. In addition, for distant views, the textures pasted on tiles are randomly rotated for each tile, eliminating texture boundaries that are noticeable in distant views. Made it difficult to see. These processes made it possible to improve the sense of repetition that had been a problem with the tiling method.
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  • Youta Asano, Taichi Watanabe, Masaki Abe
    Session ID: 4-3
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Destruction is one of the most commonly used expressions in interactive content such as video games, which require visual reality and computational efficiency to respond dynamically. Real-time destruction simulation can be divided into physics-based methods, which determine the shape of debris based on external forces applied to the object, and non-physics-based methods, which determine the shape of debris based on geometric patterns and artists. In practice, non-physics-based methods are often used. Although there are examples of physics-based methods used in video games, they cannot generate accurate cracks and debris because the generated debris shapes depend on the model boundaries. In this study, we propose a physics-based method that can generate more accurate cracks and debris. This method uses the finite element method, and the failure target is represented by a volume mesh. The principal stresses applied to each element are used to determine whether the element should fail or not, and if so, the element is split along the fracture surface to generate physically correct cracks and debris.
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  • Takashi OBANA, Chitoko KOIDE
    Session ID: 6-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation provides an overview of the current status of game exhibitions in Japan, identifies associated challenges, and examines prospects for future game exhibitions. Despite two decades having passed since the advent of game exhibitions, it is undeniable that they heavily rely on playable exhibits. While such exhibits have led to increased visitor numbers and experiences of “fun“ from being able to play games, as well as a sense of “nostalgia“ from being able to revisit old games, various challenges have also emerged. To address these challenges, the “Game Exhibition TEN“ and “Game Exhibition TEN II“ events were held. These two exhibitions showcased a new potential for game exhibitions by presenting “non-playable game exhibitions“ and serving as “game exhibitions that introduce game exhibitions.“ Furthermore, the exhibitions introduced at both events demonstrated a shift from game exhibitions primarily centered around playable exhibits and nostalgic experiences to exhibitions that explore the production and cultural backgrounds of games, as well as utilizing games as context. This shift is seen as contributing to the future expansion and potential of game exhibitions.
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  • - Focusing on the Cases of Chiba and Ibaraki Prefectures -
    Yasuo KAWASAKI
    Session ID: 6-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this presentation is to clarify how regional differences occur in the relationship between gaming culture and society. This presentation will focus on Chiba and Ibaraki prefectures, which are adjacent to each other but have distinctive differences in the debate on deregulation of game centers. The presentation will attempt to investigate and analyze regional differences in the relationship between game culture and society, based on the differences in the environment surrounding game culture in the two prefectures and in the discussions of game culture in the legislatures of both prefectures. As a result, it is clear that the differences in the relationship between game culture and society in the two prefectures and the regional characteristics of the relationship are influenced by the work of individuals and the local environment that allows it, and that there are differences in the social and political stance of political parties in the two prefectures.
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  • Masakatsu KURODA, Masanori FUKUI
    Session ID: 7-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    A survey was conducted among elementary school students regarding user types of gamification and their preferences for game elements. The results showed that relatively few users tended to be the type who are motivated by triggers for change. Users also preferred game elements such as “completing a task sometimes brings a special reward,” while users did not prefer game elements such as “tasks have a time limit.”
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  • - Drawing up an ideal future of a Game-based Metaverse -
    Masanori Yazawa
    Session ID: 7-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In 2021, the Metaverse was widely recognized by the market, but is now considered to be in a disillusionment period and is receiving less attention. The main reason may be that user needs have not been identified in an environment where demand is not guaranteed. This study presents the results, analysis, and discussion of a survey of user needs and the current state of the Metaverse, conducted through a questionnaire with a sample of 562 people who have visited the Metaverse. This suggested that the current state of the Metaverse is supported by games and Gamers, but that the level of satisfaction remains low when compared to existing games. In addition, based on the analysis results, it was noted that developing a space that takes advantage of the characteristics of the Metaverse and targets non-Gamers could be an active path for the Game-based Metaverse.
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  • JIAXIN LI, YUHSUKE KOYAMA
    Session ID: 7-3
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The gaming industry in China boasts a massive user base, with 654 million game users and 266 million game live stream viewers. This paper focuses on young gamers in China, exploring the impact of game live streaming on their spending behavior. Specifically, it examines in-app purchases in mobile games. The results suggest that watching game live streams influences both the amount and frequency of in-game spending by gamers.
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  • Mitsuhiro OGAWA, Masaya KOBAYASHI
    Session ID: 10-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In the treatment of cataracts, a procedure is used that replaces the natural lens with an intraocular lens. Among these, multifocal intraocular lenses have multiple focal points, which can improve the patient's quality of life. However, patients with multifocal intraocular lenses may experience issues with how they see lights in dark conditions, such as at night. These issues include the 'halo phenomenon,' where light seems to spread around a point and appear as a ring-shaped haze, the 'glare phenomenon,' where light appears dazzling or glaring, and the 'starburst phenomenon,' where radial lines of light seem to emanate from a point. Although these phenomena are well-known, they are observed subjectively by individuals with intraocular lenses, limiting objective discussion. We are advancing research to recreate these phenomena in a VR space through post-processing in 3D computer graphics. Ultimately, we aim to perform patient-specific post-processing that matches the halo, glare, and starburst phenomena each intraocular lens wearer experiences, in order to objectively assess these phenomena. This report discusses the post-processing capable of reproducing the halo, glare, and starburst phenomena, and considers the application of game-related technology in healthcare, specifically gamification and serious games.
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  • Seita YAGI, Tomoki KAJINAMI
    Session ID: 10-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper investigates a spectator support method for First Person Shooter (FPS) focusing on area advantage. Previous studies have shown that spectators require information of area advantage during FPS Games spectating. However, Previous interfaces do not provide much information of area advantage for spectators. Therefore, this paper visualize area held by teams, abilities used in the area, and entering the area. Spectators can realize new tactical move by the visualization. This paper compares a support method by expanded the mini-map with it by list added information of area advantage through evaluation experiments.
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  • Rui MIYAGAWA, Akihiro MATSUURA
    Session ID: 10-3
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we extend a field-of-view expansion method that visualizes 360° spherical information in the virtual space as circular and annular fisheye images based on equidistant projection using an HMD to efficiently discover objects and perform subsequent actions. We report the results of devising and implementing two functions that strengthen this purpose. The first function is to display auxiliary lines useful for specifying the positions of objects in the virtual space, and displays several great circles of a certain size around the user. The second function is to discover an object using the aforementioned fisheye image and then perform an action using the controller in that view. Here, we targeted shooting and confirmed that it was possible to discover objects and hit them using the view and the two proposed functions.
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  • Shinya KOBAYASHI
    Session ID: 11-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Science communication has gained importance in recent years. This generally refers to outreach activities to society in the natural sciences, but it may be equally important in the humanities. It has also been pointed out that there is a need for multi-layered communication that involves citizens more proactively, not only in the traditional way of promoting public understanding. This study focused on a gaming method to encourage engagement, and developed and practiced the escape room. The game was designed to encourage participants to think about the 'significance of foreign language learning in the modern age'.
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  • Sogen NAKAYAMA, Kazuhiro JO, Hiroko NISHIDA
    Session ID: 11-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Audio games are a genre of games that are played using only sound without visual information. In this study, we propose an action game that uses sound information as input and output by introducing voice control into audio games. The player wears a headset with a gyro-sensor attached to it and attacks enemies coming from various directions in a threedimensional game space using his/her voice. In this paper, we will report the details of the game design and the results of a gaming experience questionnaire.
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  • Kohaku YAGI, Ken-ichiro ITO
    Session ID: 11-3
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This research aims to reduce the burden and improve the efficiency of game sound development, especially music production, and proposes a unique game sound production method called the “Map x Motif Model. This model links “motifs,“ which serve as a foothold for music production, with “ map information“ in the game. It is characterized by two points: “early creation and application of music element “motifs““ and “utilization of the field map concept of the game. Through the “SIG-AUDIO“ online seminar, the model was proposed to game sound production professionals and evaluated through a questionnaire. Based on the results of the evaluation, it was concluded that the “early creation of motifs“ of the model is effective, but that the “ utilization of map concepts“ is not worth the usefulness and man-hours required.
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  • Shinya MIYAGAWA, Mamoru ENDO, Mayu URATA, Takami YASUDA
    Session ID: 12-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, with the advancement of artificial intelligence, technologies such as AI are becoming more prevalent. This study aims to clarify the current state of technology learning to examine the impact of generative AI on club activities in the future. We will also explore the possibilities for developing and promoting meaningful relationships among participants and what generative AI can offer as a new intellectual and exploratory tool for technical community units and collaborative activities. We will also examine whether AI can support and improve technical learning, thereby improving the efficiency and quality of activities in technical communities. This will allow us to consider how generative AI can contribute to the sustainability and development of club activities.
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  • - An Experimental Study Using a 2D Escape Game -
    Yuya Maki, Takashi Nakamura
    Session ID: 12-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    While the video game streaming market is rapidly growing, the time spent playing on game consoles and mobile games is decreasing. This trend suggests an increase in the number of people who watch gameplay videos rather than playing the games themselves. In this study, we created a custom 2D escape game for experimental purposes and investigated whether there is a difference in memory retention of the game's content between those who played the game and those who watched a gameplay video. We conducted memory tests on the game's content for both groups – those who played and those who watched – after playing or watching and compared the results. A comparison of the character count in free-response sections of memory-related surveys revealed that the watching group had significantly more characters than the playing group. Furthermore, the playing group showed a potential tendency to forget older information compared to the watching group. This study elucidates the differences in memory retention during gameplay and watching under the conditions of this study.
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  • Samon ITO, Yasuto SHIRAI
    Session ID: 12-3
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Though some cases of gamification practices in education in Japan have been reported, the number of cases in the higher education remains few compared to those in the primary and secondary education. In this paper, we consider the application of gamification in the Japanese higher education, and examine how rewards should be provided. Based on the results of preceding cases and the principle of self-determination theory, we designed remuneration that could be implanted at a Japanese university, and investigated its consistency with what students wanted. The questionnaire survey revealed that students want praise from those around them, quick feedback on their work, and information about their progress.
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Panel session 1
  • - The 15th DiGRA Japan Game Media SIG research presentation -
    Morihiro SHIGIHARA, Hiromasa IWASAKI, Yusuke KOYMAMA, Keita MIZUKAMI
    Session ID: Sp-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Each author of a book on the history of the game industry will share knowledge that will serve as a reference for future research and writing activities on the history of the game industry, by presenting research and writing know-how based on their own experiences, as well as the results and challenges of publication.
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  • - The 15th DiGRA Japan Game Media SIG research presentation -
    Hiromasa IWASAKI
    Session ID: Sp-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Each author of a book on the history of the game industry will share knowledge that will serve as a reference for future research and writing activities on the history of the game industry, by presenting research and writing know-how based on their own experiences, as well as the results and challenges of publication.
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  • Yuhsuke KOYAMA
    Session ID: Sp-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper discusses the three levels of output of historical research on games: 1) documents (archives), 2) monographs/case studies, and 3) period/departmental histories, and then discusses historical diversity from three perspectives: 1) diversity in the evaluation criteria held by the authors, 2) diversity in the subject matter under discussion, and 3) diversity in the development paths of different countries. The author also discusses historical diversity from three perspectives: 1) diversity according to the authors' evaluation criteria, 2) diversity according to the subject under discussion, and 3) diversity in the development path of each country. In addition, since the current game playing environment (platform) is converging in various countries around the world, genre history and game consumption culture theory concerning the rise and fall of game genres will become important in the future history of the game industry. Ultimately, the game industry history of each country may converge on one of two types in terms of artwork, ”Eastern” or ”Western,” with only slight differences due to differences in consumer culture.
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  • - "Gaming History. Documenting the Gaming Industry." -
    Keita MIZUKAMI
    Session ID: Sp-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This is a report on the matters related to the "history of games" that will be reported at the conference, including the connection with the "lecture at the Japan Science Fiction Convention" that I gave last year, and the situation I knew at that time.
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Panel session 2
  • - An Exploration from Multiple Perspectives -
    Yoshihiro KISHIMOTO, Kosuke ZAITSU, Masakazu FURUICHI, Yuto INUDA
    Session ID: Sp-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this planned session, four presenters will discuss a wide range of perspectives on game literacy and game developer literacy: 1. the concept of game literacy and its importance 2. appropriate use of games for children and adults 3. narratives and cognitive dissonance and technological engineers for game developers ethics 4. game literacy in players' social interaction and self-expression in games, etc. The second half of the session will consider future prospects for game developer literacy through discussion including the audience.
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  • - Focusing on Research on the Measurement of Game Literacy -
    Kosuke ZAITSU
    Session ID: Sp-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Game literacy is considered to be the skills or competencies that are acquired through or necessary to interact with games. In 2023, the author described how the concept of game literacy has been defined by researchers. This presentation will build on last year's presentation by providing a review with a particular focus on the measurement of game literacy and summarizing the issues and challenges.
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  • Yoshihiro KISHIMOTO
    Session ID: Sp-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We defined game literacy as ”the ability to get along with video games” . In the game literacy workshop for parents and children, after discussing dopamine and euphoria as reasons for being addicted to video games, we told the audience that it is important for parents to know about the games their children are playing and then discuss with their children the need for rules for playing games. Similarly, the definition of game development literacy and the practice of teaching game development literacy and the definition of gamification literacy and the practice of workshops for learning gamification literacy will also be presented.
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  • Masakazu FURUICHI
    Session ID: Sp-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    It has been more than 20 years since engineering ethics began to be taught in academic universities, but it seems that engineering ethics is not fully functioning in some parts of the manufacturing industry, as evidenced by the fact that whistle-blowers and other means within the companies are still uncovering fraudulent inspection data. It has been 15 years since the author began teaching ethics for engineers to students studying information engineering, including game development, at universities, and in this course, I have tried to use AI and VR technologies, which are new information technologies, as examples as much as possible. However, although SNS has been used as an effective tool for marketing in the past, its use for digital influence through disinformation has become conspicuous. In addition, games have come to play a role in the transmission and diffusion of information, and the time has come for game developers to compile a set of ethics for engineers. In this paper, we explain the ethics for game developers based on our educational experience in ethics for engineers, and discuss the elements of engineer ethics that should be considered from the stage of game planning.
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  • Yuto INUDA
    Session ID: Sp-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In the context of player self-expression and social interaction within games, attention is given to political or social activities. A case study is conducted on these activities and the responses of game developers to them. Following this, the necessary literacies for players and developers in the context of political or social activities within games are examined. It is argued that players need game literacy, which includes the ability to avoid discrimination, bullying, and harassment, and to play in accordance with the terms of service. Additionally, it is discussed that developers need game development literacy, which involves the ability to set criteria for restricting or prohibiting political or social activities within the game, and to make quick and strict decisions on ambiguous cases regarding restrictions or prohibitions.
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Interactive session 1
  • - Digital Game Production Using a Slinky as a Controller -
    Yiduo PAN, Shuji Watanabe
    Session ID: In-1
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    For game beginners, the game controller is a device of high difficulty. In this research, we propose a digital game using a Slinky, providing a virtually challenging input device, and assisting in mastering its operation through software production effects. In the demo, the Slinky, a spring-type toy, is used as a controller. Its use is synchronized with jumping in the game, and we consider the support for mastering operation through the effects of the screen and sound.
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  • Shintaro TOMITA
    Session ID: In-2
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    I created ”Munenohi Voltage”, a romantic adventure game about a community in the e-sports industry. Although the e-sports industry has been developing at a dizzying pace in recent years, the people who are active in the industry, the systems being built, and the actual state of the community are hardly recognized by the general public. Therefore, we planned this work to make many people aware of the esports industry through the story. Focusing on the community of Nintendo's competitive action game ”Super Smash Bros ultimate”, we conducted interviews and research to analyze the industry's characteristics and current situation. Based on the scenario created based on that research, illustration design and game script were created to create a visual novel game. We also aimed to reach a wider audience by producing the game in the ”romance adventure” genre, which is extremely popular as a visual novel game.
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  • Kazushi KUNII, Kai LENZ, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, Koji ...
    Session ID: In-3
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, game engines such as Unity and Unreal Engine, which provide the functions, programs, and materials necessary to create games, have developed. With this development, an environment has been created in which anyone can easily develop games with high efficiency and quality. However, it is difficult to estimate the amount of work to be done and the time required for game production. Therefore, we are developing a system that enables developers with little development experience to grasp and visualize the production required in the planning and production stages. As a result of the evaluation experiment, significant differences were obtained in the ”creation time” and ”difficulty level” of the Gantt chart, which enables the understanding of necessary production items. In addition, good evaluations were also obtained for ”discovery of new development items,” ”comfort of use,” and ”content of questions in the development system.
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  • Kenichi ITO, Megumi AIBARA, Masaki OKADA, Yuichiro GOMI, Mamiko HAYAKA ...
    Session ID: In-4
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, AI has become easier to use, and applied research using AI has been progressing rapidly. In this paper, we report on the details of the development of a card game that leads to an understanding of acid-base neutralization reactions, based on a proposal we made with science and engineering students after designing a learning game in chemistry through dialogue with an AI. The establishment of the development process in collaboration with AI is expected to contribute to the diffusion and promotion of educational and learning games in school education, etc.
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Interactive session 2
  • Kaiyang ZHANG, Takashi IMAGIRE
    Session ID: In-5
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We propose new teaching methods for Reversi. It is believed that appropriate guidance is necessary to improve the game. In the game of Reversi, reducing the number of decision-making moments by indicating where the next move can be played often creates a situation where players can concentrate more on the game. In this study, by displaying predictedmoves for the opponent during the game on the Reversi board, we aim to promote a deeper understanding of the board and serve as a guide for users to improve their skills.
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