Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
14th Annual Conference
Displaying 51-66 of 66 articles from this issue
Interactive session 2
  • Shoma NAKAGAWA, Haruna SUGAI, Yamato YOKOYAMA, Karen NAKAGAWA, Aiko KI ...
    Session ID: In-6
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In order to achieve effective results in long-lasting activities such as learning and maintaining good health, it is crucial to engage in them consistently. However, according to the Theory of Cognitive Dissonance, many individuals experience stress and discomfort when engaging in these activities, making it difficult to sustain them over time. In response to this challenge, we developed a prototype application called POSiT, which utilizes a beloved character to alleviate stress and discomfort, thereby facilitating the habituation of actions related to learning and health maintenance. In this paper, we describe the outline of two prototypes of POSiT and show the evaluation method of its effectiveness.
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  • Jingyi GE, Masanobu ENDOH
    Session ID: In-8
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The sense of photographic realism differs from person to person. Developpers want to use good implession pictures for game materials. We conducted an online questionnaire investigation, focused contrast and brightness. As the result, landscapes were rated differently on the scene, drink and foods rated highter with high contrast, and animals rated higher with low contrast. We thought that the retouch images based on the world view, affect good impressive effects when used for games.
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Interactive session 3
  • Naomasa MATSUSHITA, Sota MIZOI, Daisuke SAITO
    Session ID: In-10
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The importance of AI education is increasing with the popularization of generative AI. In this study, we conducted AI education for six junior and senior high school students using Minecraft and generative AI. In this study, we investigated the students' perceptions of AI using a descriptive questionnaire. The survey method was to analyze the content of the questionnaire. As a result, we report on the results of the study, which confirmed certain effects on the perception of the use of generative AI.
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  • Kosuke ZAITSU, Toru FUJIMOTO
    Session ID: In-12
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Creativity is important for economic development and the solution of various problems, including social issues, and has been emphasized in the field of education. Measurement of creativity has long emphasized tests that measure divergent thinking. However, challenges exist in how to measure latent creativity in real life, that is, new interpretations of experiences, actions, and events. In this presentation, we describe the challenges of measurement methods in creativity research to date and propose a new method for measuring creativity using board games. The results of preliminary experiments will be presented and future developments will be discussed.
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Interactive session 4
  • Yusuke Irino, Raian Kubota, Hideo Kasuga
    Session ID: In-13
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In FPS games, the ability to maneuver is as important as or more important than the ability to aim at the enemy. The ability to aim at the enemy is clearly quantified in terms of hit rate, etc., and it is relatively easy to compare one's performance with others and to set goals for improvement. On the other hand, the ability to maneuver in FPS games has not been visualized or quantified, and the only way to compare with others is by visual observation. So, in this study, we developed a system that can observe the difference in movement between a player and others by visualizing the player's movements.
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  • Yuki YAMADA, Toshiya KAWARO
    Session ID: In-14
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    While voice input is intuitive, it is not fully used in games that require real-time operation due to its inferior processing time and accuracy. Therefore, in order to investigate the current status and practicality of the game using realtime voice input, we are developing third-person shooter using Whisper, a machine learning model of speech recognition, and Unreal Engine, a widely used game engine. By reporting on the process and results of this development, we contribute to the widespread use of real-time voice input in games.
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  • Ryusuke SHIMODA, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, Koji MIKAMI
    Session ID: In-15
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The popularity of live game commentary, in which players themselves comment on their own play as they play a game, is growing. However, understanding the technical terminology is difficult for viewers who have never played the game. In this study, we created a system with the aim of providing viewing support and improving the viewing experience by generating dynamic explanations about technical terms based on the viewer's understanding level estimated from viewer operations. The results of evaluation experiments showed that dynamic explanations are desirable to viewers and contribute to viewers' understanding of technical terms better than existing viewers.
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  • - Creating a Digital Game Using Dice as an Input Device -
    CAI Jinwei, Shuji WATANABE
    Session ID: In-16
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Play relying on luck has existed in various forms since ancient times, influencing people's lives alongside societal advancements. However, in the era of digital games, the element of luck can be designed in a concealed manner for players through the randomness generated by computers. This study proposes a digital game that leverages the amusement of ”playing luck” and explores the possibilities of its design, considering the differences in the perception of luck between the digital and real worlds.
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Interactive session 5
  • Yuka Yamaki
    Session ID: In-17
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Based on a dualistic model of passion, we hypothesized and analyzed the hypothesis that passion for video games (harmonious and obsessive passion) moderates the causal relationship between video games and well-being. Online survey data collected in a lottery-based natural experimental setting were used to identify the assumed causal relationship. The analysis revealed that only harmonious passion moderates the causal relationship between games and well-being. Specifically, those with high values of harmonious passion found that video games enhanced well-being, whereas those with low values of harmonious passion did not find that video games enhanced well-being. On the other hand, the moderation of obsessive passion on the causal effects of games was not found in this study.
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  • - Digital Game Research With Difficulty And Motivation As Variables -
    LI Yulong, Shuji WATANABE
    Session ID: In-18
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Preliminary research (Otsuka, Endo, 2019) suggests that there is a positive correlation between the difficulty of games and the sense of achievement. On the other hand, it has also been shown that high difficulty can be a cause for game dropout (Endo, Mikami, 2020). Therefore, this study focuses on the motivation of players in high-difficulty games and aims to demonstrate a proposal that maintains motivation through the structuring and hierarchization of intrinsic difficulty, revealing methods to provide a sense of achievement at high difficulty levels while preventing game dropout.
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Interactive session 6
  • Jeong Inhyeok, Ryogo TAKAHASHI, Naotsugu KANEKO, Mayu DOHATA, Kimitaka ...
    Session ID: In-20
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The term ”esports” refers to all sporting competitions played with electronic devices, and highly skilled esports players are known to possess superior physical characteristics. In this study, we focused on the activity of the forearm and hand intrinsic muscles during esports as an index that reflects the superior physical characteristics of esports experts. The analysis method of examining the mean power frequency of muscle activity is widely used in the field of sports science as a method of quantitatively evaluating muscle activity. In this study, we aimed to investigate the correlation between the mean power frequency of forearm and hand intrinsic muscles and performance level during esports in order to examine some of the superior physical characteristics of skilled esports players. 10 adult male subjects (age: 24.7 ± 2.7 years, experience: 10.6 ± 7.6 years, mean ± standard deviation) with esports experience were included in the study. Participants performed 5 different tasks created using AimLab. The activity of the radial carpal flexor, extensor carpi radialis, first dorsal interosseous muscle, and short thumb abductor muscles during the tasks was measured by surface electromyography. Correlation analysis showed that the lower the mean power frequency of activity of the extensor carpi radialis muscle, the higher the success rate and the faster the reaction time during the task (p<0.05). These results indicate that forearm extensor muscle activity may contribute to quick and accurate movement control during esports.
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  • Hideichi MIYANO
    Session ID: In-21
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    One hundred and fourteen university students were asked to rate the degree to which they would like to use books, pamphlets, websites, and browser games for smartphones as learning tools against malicious business practices, and to provide their impressions of these tools in a free response form. The results showed that browser games were given positive impressions such as ”interesting and fun,” which were not seen in other tools. However, the website was preferred over browser games in terms of preference. When negative evaluations of browser games were examined, concepts such as ”not credible,” ” scary,” ”doesn't seem interesting,” ”don't like the game itself,” ”too much trouble,” ”don't play games for learning,” and ”only play games and don't pay attention to learning” were recognized.
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  • Xiaoran XU, Masanobu ENDOH
    Session ID: In-22
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There are differences in game preferences between Japan and China. We conducted an online questionnaire on the likes and dislikes of FPS(First Person Shooter), cause FPS is popular in China. As a result, the rate of indifference to FPS was high in Japan, with more players disliking it than liking it. The rate of indifference was low in China, with more liking 4 times than disliking. We thought this difference that players are distributed across all ages in Japan, on the other hand, players are only young and value a clear victory in China.
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  • Ayana UEMATSU, Daisuke SAITO, Hironori WASHIZAKI, Yoshiaki FUKAZAWA
    Session ID: In-23
    Published: 2024
    Released on J-STAGE: March 27, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Artificial intelligence (AI) and machine learning (ML) education for K-12 students has become popular, and several AI/ML educational games have been developed to promote understanding of AI and ML, but most games focus on coding rather than understanding AI and ML concepts. In addition, many of them have not been widely used or evaluated. We propose the Roguelike Game for AI/ML Education (RGAME), in which players acquire attack power by executing codes obtained by fighting enemies and advancing through dungeons. We conducted an experiment using questionnaires and tests to investigate whether RGAME can promote learning as a serious game and whether it is effective as a learning tool for AI learning. The results showed that RGAME can promote learning, although it is necessary to devise a way to increase concentration. In addition, the effectiveness of learning some AI competencies was observed. Therefore, RGAME is expected to be useful for AI and ML learning in K-12 in Japan.
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