Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
Current issue
Displaying 1-50 of 71 articles from this issue
Front matter
Keynote
Special session
  • Masaki YOKOYAMA, Motonobu KAWASHIMA, Koji MIKAMI
    Pages 9-14
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this paper, we proposed a method to bring this unique animation effect for video game contents. We specifically examined animation of crafts, which depicted many from of deformations unique to Anime content. We then categorized the Anime-specific deformations into three categories. Our methods enable all those effects to be included in video game contents, with a special care for the unpredictable and real-time nature of the media. All the three methods can be handled in an artist friendly manner. This ensures the ease of use and the adaptability of our methods into video game contents. We conducted a survey on our sample implementation and verified the effectiveness of our methods at conveying an exaggerated cartoonish feeling of Anime content. While our methods succeeded in its visual representation, the relationship between the strength of the exaggeration and how each content operates game design wise must balance each other.
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  • Aya FUBASAMI, Mitsuhiro OGAWA
    Pages 15-20
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    While serious games have been actively developed in recent years, serious games for medical purposes are no exception. However, there have been few attempts at literature reviews. This study aims to investigate and examine the characteristics of medical serious games as a preliminary step toward conducting a systematic review of medical serious games. A cross-journal search using PubMed with the keyword “Serious game” revealed that some relevant papers were not included in the search results. Additionally, aiming to discover general serious game-related search keywords, we analyzed frequently occurring keywords in papers published in JMIR Serious Games journal and obtained a set of keywords that encompassed 86% of papers published in JMIR Serious Games.
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  • Junkeng GONG, Tomoki KAJINAMI
    Pages 21-26
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We propose a navigation system to support non-expert players in retake scenarios within “Valorant”. A retake is defined as the process of reclaiming a site occupied by the opposing team. Non-expert players, however, often encounter challenges in identifying optimal retake route to the occupied site. The proposed system calculates the degree of danger for each area on the minimap by analyzing information such as the positions of characters and the geometric properties of the areas. Based on the computed degree of danger, the system determines and visualizes recommended retake routes.
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  • Kenichi ITO, Megumi AIBARA, Yuichiro GOMI, Masaki OKADA, Mamiko HAYAKA ...
    Pages 28-31
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Chemistry is the study of the structure, state and changes of matter, and it is useful for creating new materials and solving environmental problems. However, learning chemistry is difficult, not only because of the large amount of information that needs to be memorized, but also because it requires an understanding of abstract concepts. Therefore, in chemistry education, there have been attempts to overcome this difficultly by using games, but their social recognition is low. In this study, we conducted a survey on games that are useful for learning chemistry, and we would like to report on the details this.
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  • Kengo YOKOMITSU, Tomonari IRIE, Hiroki SHINKAWA
    Pages 32-35
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The author developed informational materials designed to promote appropriate game use in children, drawing from workshops and symposia conducted at academic conferences on game disorders. These events targeted supporters, school personnel, and caregivers. The materials are informed by principles of cognitive-behavioral therapy and include practical examples to address the following key components: (1)harm reductive gaming, (2)strategies to manage antecedents of game use, (3) techniques for directly reducing gaming time, and (4)approaches to enhance time spent on non-gaming activities.
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  • — Examining Task Characteristics and Effective Utilization —
    Tomoya HANDA, Yo ISHIGAKI
    Pages 36-41
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The effect of digital games aimed at activating the visual cortex and improving adherence in amblyopia treatment was evaluated using near-infrared spectroscopy (NIRS). Healthy young subjects (n=10; 5 subjects for each experiment) were tested using two commercial games with different gaze movement patterns ("Mario Kart 8" and "Super Smash Bros") and two original games ("Window Cleaning Game" and "Drawing Game"). Changes in oxygenated hemoglobin (oxy-Hb) concentration were measured in the occipital visual cortex (V2-V3 regions). Significant increases in oxy-Hb concentration (p<0.01) compared to resting state were observed across all games, with "Super Smash Bros," which requires gaze movement across the entire screen, showing the highest activation. The results suggest that game tasks requiring broad gaze movement patterns may effectively promote visual cortex activation.
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  • Sena MOHRI, Tomoya HANDA
    Pages 42-46
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    While digital games have recently been used to train children with amblyopia, concerns remain about the effects of prolonged gameplay on visual function, including myopia, eye strain, and strabismus. In this study, we compared the effects of different types of digital games on visual responses by examining temporal changes in refraction, accommodation, pupil diameter, and ocular deviation after one hour of play and a subsequent 15-minute break. Three game tasks with distinct eye movement patterns were used. The results showed reversible myopia and increased accommodation in the fighting action game, suggesting that the load on visual function varies depending on the type of digital game. The degree of visual function load may vary depending on the type of digital game. When utilizing digital games in amblyopia treatment, it is essential to deepen the understanding of their potential challenges and to appropriately adjust play duration and the timing of breaks.
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  • — A Comparative Study with Sighted Players Using Trajectory Equifinality Modeling (TEM) —
    Ayane HASEGAWA, Shinya SAITO, TATSUYA Sato
    Pages 47-52
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Video games have traditionally been considered challenging for visually impaired individuals due to their heavy reliance on visual information. However, there exists a notable number of visually impaired individuals who consistently enjoy video games as a form of entertainment. This study aims to elucidate how visually impaired players experience games differently from sighted players. Using Trajectory Equifinality Modeling (TEM), we conducted a comparative analysis of gaming experiences between visually impaired and sighted individuals who regularly play video games. The results revealed both similarities and differences in how these two groups encounter and engage with this form of entertainment over time.
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  • – Through a Case Study in Experimental Philosophy –
    Yuto INUDA, Tomohiro KIMURA, Toru Fujimoto
    Pages 64-69
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we developed a gamified online survey for experimental philosophy. We then compared it with traditional online surveys using Google Forms to examine differences in response outcomes and respondent engagement. The results showed no statistically significant differences in responses for all but two questions, and no differences were observed even when examining descriptive statistics. This suggests that the developed online survey can be used similarly to traditional online surveys. However, significant differences were observed in two specific questions, indicating that the use of gamification may help reduce the influence of social desirability bias. Regarding engagement, a statistically significant difference was found only in emotional engagement, while no significant differences were observed in behavioral and state engagement. This suggests that even in complex and intricate experimental philosophy surveys, gamification can elicit emotional responses such as interest and enjoyment. Furthermore, an analysis of open-ended responses revealed that comments referring to "choices and consequences" were the most frequent, highlighting its effectiveness in enhancing emotional engagement.
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  • Yoshihiro KISHIMOTO, Masayuki HARA, Yuki TANAKA
    Pages 70-73
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The Japan Gamification Association has been hosting the “Self-Initiated Gamification Awards” annually since 2020, with the aim of collecting and promoting gamification cases within Japan. This paper reflects on five years of activities, examining the trends and characteristics of the submitted cases, concrete achievements in spreading gamification, and challenges for the future. The awards aim to uncover innovative examples, raise awareness of gamification, collect case studies, and foster community building. From 2020 to 2024, a total of 197 services were nominated, and the award-winning cases demonstrated a wide range of applications across various fields. The unique “self-initiated” format placed a strong emphasis on experiential value during the selection process. However, challenges remained regarding fairness and consistency in the selection process.
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  • – Jan. 2025 –
    Yoshie Tokonabe
    Pages 74-76
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The international expansion of a mathematics educational app that incorporates the Japanese curriculum, which forms the foundation of Japan's strong performance in PISA mathematics assessments, and merges it with the strengths of the Japanese gaming industry through gamification. The presentation will discuss the app's acceptability in international markets and diverse cultural contexts, exploring both the potential educational effects and the challenges involved.
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  • Tomohiro FUKAWA, Tomoki KAJINAMI
    Pages 77-82
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper investigates a user's personality information based character recommender method for inducing serendipity. Previous character recommendation methods consider character attributes without much consideration of the user's personality information. Therefore, this paper proposes a character recommender method that uses the user’s personality information in addition to the character's attributes. This paper compares the proposed method with a method that does not use user's personality information through evaluation experiments.
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  • Jia ZHANG
    Pages 83-88
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study explores the appeal of esports games from the perspective of characters. It analyzes how players perceive the attractiveness of characters in esports games and examines how players develop identification and parasocial relationships with these characters. The analysis reveals that characters in esports games possess complex functions, and players evaluate them based on practical configurations, narrative settings, and audiovisual elements. Furthermore, it was found that players derive sensory pleasure through characters and develop identification or parasocial relationships with them influenced by their own experiences and social factors.
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  • Jingwen LI
    Pages 89-93
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study examines the representation of colossi in the video game “Shadow of the Colossus,” focusing on their role as interactive monuments and their narrative significance. Through analysis of how players interact with and ultimately destroy these colossal beings, we investigate how the game's monumental structures draw inspiration from real-world cultural and historical monuments while transcending physical limitations to create narrative effects unique to virtual worlds. The study explores how the colossi serve as both characters and architectural monuments, creating a distinctive form of narrative that emerges through the act of destruction. By examining how these virtual monuments operate beyond physical constraints, we consider their significance as a new form of monumentality in the digital age. This research contributes to our understanding of how interactive digital media can create unique narrative experiences through monumental representations.
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  • Kainan MENG
    Pages 94-97
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study analyzes the historical development of Chinese game centers, focusing on the transition influenced by policies and market interactions. Early contributions from Japanese technological exports during the 1980s facilitated the formation of China's entertainment industry. However, stringent regulations after 2000 significantly impacted the industry.The rise of crane game specialty stores demonstrates the market's adaptive capacity within the policy framework.
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  • –Focusing on the State of Local Newspapers–
    Yasuo Kawasaki
    Pages 98-103
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this presentation is to clarify some of the regional characteristics of social recognition of game culture. Mainly, the focus is on local newspapers in Chiba and Ibaraki prefectures, which are neighboring prefectures with significant differences in their acceptance of game culture. In this presentation, I will examine and analyze the regional differences in social recognition of early game culture from 1977, when video games began to be taken up nationwide, to 1985, when game centers were regulated by law, based on how they were covered in local newspapers and the surrounding social environment.
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  • – A large-scale cross-sectional web-based survey –
    Mayu SUZUKI, Kengo YOKOMITSU, Tomonari IRIE, Hiroki SHINKAWA
    Pages 104-107
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aimed to investigate online gaming behaviors and psychosocial problems among adolescents living in Japan. 9,732 people aged 12 to 18 who registered with the online survey company and agreed to participate participated in the survey. Data from 33 participants who reported receiving a monthly allowance of over 100,000 JPY or spending over 100,000 JPY on in-game purchases per month were excluded as outliers, resulting in a final sample of 9,699 participants for analysis. Participants were asked about their demographics, time spent on gaming, daily study, and sleep. Descriptive statistics revealed that the average time spent on online gaming was 88.74 minutes (SD = 106.66) on weekdays and 125.50 minutes (SD = 144.79) on weekends, with approximately 22% exceeding the Internet gaming disorder cutoff criteria. Additionally, approximately 2,000 adolescents did not engage in gaming at all. Future research should examine the impact of different game genres and identify the characteristics of healthy players, utilizing standardized data to develop preventive education programs.
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  • Yuki FUKUYAMA
    Pages 108-111
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, the rapid expansion of social media has ushered in a “post-truth” era, in which emotional appeals and personal beliefs increasingly overshadow factual information. In this study, we developed a generative AI-based journaling RPG as a means of learning about these social dynamics. By immersing players in a simulated election scenario, the game aims to help them experience and better understand how information bias and extreme viewpoints arise. Preliminary playtest results suggest that it effectively encourages deeper reflection on the interplay between politics and the media, as well as assists participants in organizing their own opinions. However, participants also highlighted the need for improvements in text volume and presentation. Future work will focus on refining the design to address these issues and meet diverse learner needs.
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  • Youichiro MIYAKE
    Pages 112-114
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Hopfield networks function as associative memory devices, and this research aims to use Hopfield networks to recall previously memorized image patterns in the dynamic environment of a digital game, and have the character AI perform actions in response. In this research, Hopfield networks are implemented as a character recognition function, and they are made to recognize the environment in a simple shooting game and take an action to defeat the enemy in response to the recognition. Such a recall mechanism in digital games should open up various possibilities for game design.
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  • Daisuke SAITO
    Pages 115-120
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the rise of generative AI, the importance of AI education for young people is becoming increasingly significant. This study focused on AI utilization education using Minecraft and examined its effects on learning. Initially, a lesson on the principles of AI was conducted, followed by a project where students constructed a building in the Minecraft game based on the theme “A building that would be great to have in the neighborhood.” The results indicated a positive learning effect regarding students' understanding of how to effectively utilize AI.
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  • A novel game theory that focuses on the goal pursuing process
    Ryota Kimura
    Pages 121-126
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper proposes a method for discussing videogame works that focuses on the strategies and thoughts that the works require of the player who is trying to achieve the goals. To demonstrate the usefulness of this method, we analyzed the novel game “428: Shibuya Scramble.” By interpreting the game by incorporating the process of pursuing the goals, this paper describes the expressive possibilities of the work and novel games, which present the actions, thoughts, and personalities of characters as something that the player should deal with themselves.
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  • – From the view of Changing Advertising Platform toward the Service-Oriented Content Industry –
    Ema TANAKA, Kuan CHEN
    Pages 127-132
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this research, we will examine the research methods and organize the research area as a preliminary step to clarify the practical approach for conducting publicity for game titles. With the advent and spread of SNS, companies are opening and operating “official accounts” on SNS (social networking services) and conducting more direct publicity activities. SNS marketing, which uses data generated through communication on SNS platforms for marketing purposes, is also attracting attention. Furthermore, since advertising is also distributed on SNS platforms, it is necessary to manage and operate advertising, public relations, and marketing activities as a whole. In this context, it is possible that publicity through official accounts for game titles and related services provided online may play a role in promoting continued use by users. However, to proceed with this research, it is necessary to consider the research area and research methods for game publicity as a preliminary step.
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  • – A Practical Study of the “Oshi-goto Seminar” in Period for Integrated Studies –
    Daisuke FUJIKAWA, Taiki MAKINO, Yoshitaka MITATE, Kanji ONO, Hitomi KO ...
    Pages 133-138
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aimed to explore the nature of classrooms and lessons as sanctuaries where learners can feel validated as “otaku” and are encouraged to develop the various abilities considered “otaku power.” To achieve this, the study examined how the term “oshi” is used and implemented a 19-session “Oshi-goto Seminar” in a junior high school integrated studies class in a seminar format. Observations during the sessions and post-class surveys were analyzed to evaluate how the seminar functioned as a sanctuary. First, the study confirmed that as terms like “oshi-katsu” (oshi activities) have become more commonly used, the negative or self-deprecating connotations of the term “otaku” have diminished, while the usability of the term “oshi” has improved. In the “Oshi-goto Seminar,” diversity was repeatedly emphasized by both teachers and students from the early stages of the seminar. This environment allowed students to engage in exploratory activities with a sense of psychological safety, and it was confirmed that they became aware of the development of various abilities through the seminar.
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  • Based on the results of an online survey of the Japanese community
    Yuki TAKAHASHI
    Pages 139-144
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In contemporary Japanese society, a decline in sexual interest and activity among young people has been noted. At the same time, in social VR—a type of metaverse—particularly within VRChat, where young users comprise the majority, there is a growing discourse suggesting that virtual sex is becoming established as a cultural phenomenon. This presentation tries to grasp the reality of virtual sex among young people based on the results of a web questionnaire conducted in the Japanese community of VRChat. As a result, the following were clarified. (1)Biological men have had the majority of realworld sex as well as virtual sex in VRChat, whereas biological women have had significantly higher rates of real-world sex and significantly lower rates of virtual sex in VRChat than biological men. (2)A certain number of people have experienced virtual sex on VRChat but have never had sex in the real world. (3)For biological men, many virtual sex experiences with non-opposite-sex individuals were identified, regardless of sexual orientation or whether they were role-playing as the opposite sex.
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  • Masaharu Hirota
    Pages 145-148
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Video game reviews contain diverse information, including players' impressions, gaming experiences, bug reports, game mechanics, and story evaluations. These reviews serve as crucial information, both for developers, who can use them as a reference for game development and improvement, and for users, who rely on them when making purchasing decisions. In this research, we applied sentiment analysis to 344,126 Japanese-language reviews from 1,700 games across 12 different genres on Steam to analyze the emotions expressed by users in each genre. As a result, we demonstrated that the emotional tendencies in user reviews vary across different genres, indicating that players express distinct emotional responses depending on the genre of the game.
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  • Erika Deguchi, Tomonori Hashiyama
    Pages 149-154
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study investigated the physiological differences of playing and game experiences in virtual reality (VR) and non-VR environments, aiming to enhance user engagement in VR games. The experiment utilized existing game titles, focusing on the analysis of blink frequency and heart rate variability, specifically the low-frequency to high-frequency (LF/HF) ratio. The findings revealed significant variations in blink counts and LF/HF ratios, suggesting a heightened sense of immersion within VR environments compared to non-VR settings. Furthermore, the study explored the feasibility of developing a predictive model for identifying impactful game scenes based on blink patterns and heart rate responses.
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  • Kazushi MARUYA, Takumi YOKOSAKA, Yuko ISOGAYA, Tomoko OHTANI
    Pages 155-160
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Remade works in video games are typically evaluated mainly based on their individual ratings, with few established methods to evaluate them in relation to their original works. In this study, rating scores for original and remade works collected through an online survey were analyzed. The results showed that the ratings of remakes can be represented along two axes: one reflects the overall quality of the game, including elements derived from the original work, and the other reflects its direction as a reconstruction of the original work.
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  • Verification of the usefulness of the system by introducing it in a vocational school
    Yuta AKASAKA, You HIRAMATSU, Kyouhei YAMASHITA, Kazunori SUGIURA
    Pages 161-165
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Compared to general sports, the e-sports field lacks a health management system for players and research on health issues. This study aims to develop a system that can comprehensively manage the health status of e-sports players and establish a management system in the e-sports field. In this paper, the developed system was introduced to students and instructors at an e-sports college, and the effectiveness and usability of the system were verified. As a result, the basic effectiveness of the system as a health management system was confirmed. In the future, we aim to establish a more practical health management system by implementing a detailed data acquisition function through an API and verifying the system in the professional e-sports field.
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  • Yuta NONAKA
    Pages 166-169
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, while AI technology has continued to evolve, the amount of data required and the difficulty of creating an environment in which it can be executed are also increasing. This current situation is disadvantageous for individual developers and beginners who do not have much know-how or materials, and creates a large gap between them and developers who have the know-how and materials. Therefore, in this paper, we decided to research an automatic generation method for 2D action game maps, focusing on two points for individual developers and beginners: "It can be implemented with a small amount of data" and "It is easy to use even for beginners". In the course of research, we succeeded in converting a roughly arranged game map into coordinate data and using that coordinate data to generate a game map from a single map data. Among these methods, the one that was particularly excellent was the method using Markov chains, which makes it possible to generate a map that reproduces the characteristics of the original map while also having a new personality.
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  • Riko ABE, Yuya DAN
    Pages 170-173
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The number of students who are not attending school has been increasing in recent years, and one of the factors is closely related to the level of developmental disabilities. Online independent learning can help students who are not attending school, but the hurdle is high because students need to open a text and read it without the assistance of others. Therefore, we conducted an empirical study at an institution for people with disabilities to investigate the possibility of using serious games in education to develop reading skills and concentration and to increase learning options for social issues.
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  • Ayane Sato, Sakura Mori, Hikaru Yamasaki, Koki Imamura, Syuto Maruo, Y ...
    Pages 174-179
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Serious games, which were proposed in the early 2000s, are being developed in a variety of fields with the aim of solving social problems. In this study, we developed a serious game to learn evacuation behavior in the event of a huge earthquake, in order to help educate the public on disaster prevention. The purpose of this is to educate and encourage appropriate behavior in emergencies.
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  • – From the analysis of interview data using M-GTA –
    Kenji ONO, Tsukasa NAKAMURA, Yuta TAKAGAKI, Tomiki DOMUKAI, Eiichi TAN ...
    Pages 180-183
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    According to previous research, game development brings happiness to game creators, but the specific process of this has not yet been fully clarified. In this context, the present study conducted interviews focusing on the psychological process via game development based on the previous project and research conducted in advance by the presenters, and analyzed them using the modified grounded theory (M-GTA). As a result, a total of 12 concepts, one subcategory, and four categories were extracted, and a result diagram was formed. The story line suggested that “long-term hospital patients who experience the multidimensional power of games gain confidence and motivation through their first experience of creating and exhibiting games for external audiences, while receiving the power to move forward from medical professionals and other hospital patients”.
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  • A Narrative Analysis in Learning Esperanto
    Teppei TERASHIMA, Yusuke MASUBUCHI
    Pages 184-189
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    As the importance of foreign language learning continues to grow, there is a growing need to develop methods that promote learning continuity and learner autonomy. This study utilized the novel game "The Expression Amrilato" as a learning tool and recorded the process of learning the constructed language Esperanto through autoethnography. Focusing on the learner's growth process and factors contributing to sustained learning, the study examined the effectiveness of using games as educational tools through narrative analysis.
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  • Masato OSORA
    Pages 190-195
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    As a result of various efforts to address research misconduct, research ethics education at universities has been established and has achieved a certain level of success. However, when the focus is shifted from universities to companies, it is left to each company to decide whether to provide ethics education for R&D personnel, and it cannot be said with certainty that the content of such education has been enhanced. Considering the recent cases of firestorms in companies lacking compliance and the promotion of responsible research and innovation, it can be said that there is a high need for ethics education for practitioners. Therefore, in this study, the research ethics teaching material "QRP GAME" was improved based on instructional design and its R & D version was developed. The results of a training-style practice for 36 participants in a labor union event held by seven major companies indicated that this could be a good opportunity for each participant to think about the importance of ethics in business practice and the differences in perception of fraud among organizations.
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  • Tomohiro KIMURA, Toru FUJIMOTO
    Pages 196-200
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Video games based on a war theme can depict an anti-war viewpoint in their stories and allow players to experience war from the perspective of ordinary citizens. Such video games can be used for peace learning. The study explores the advantages of using video games for peace learning by comparing four examples based on theories of game studies, focusing on the characteristics that differentiate video games from other media.
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  • – Preliminary thoughts on video sharing and user comments related to popular videogames in East Asian languages –
    Martin ROTH
    Pages 201-205
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the growth of digital platforms, videogaming has transformed from a private experience to a public one. In particular, video sharing and streaming platforms, which have only been recognized as referential materials or paratexts in the past, have become a central space for negotiating videogame culture. As a first step toward a comprehensive understanding of how videogame related video streaming and sharing culture contributes to videogame culture in East Asia, this presentation analyzes and interprets video contents and user comments about Zelda: Tears of the Kingdom (Nintendo 2023) and Street Fighter 6 (Capcom 2023) in Japanese, Korean, Chinese, and English.
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  • Kaiyang ZHANG, Takashi IMAGIRE
    Pages 206-209
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study evaluates the effectiveness of a Reversi teaching method proposed at the 14th Annual Conference of the Digital Games Research Association Japan (DiGRA JAPAN). The ability to select optimal moves and the thinking time for each move were compared between groups with and without instructional support, using AI matches and Reversi-related puzzles. The findings revealed that while the proposed method did not enhance the ability to select optimal moves, it contributed to fostering prolonged and deliberate contemplation during gameplay.
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  • Hitoshi FUJIWARA
    Pages 210-215
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper discusses how the mobile gaming culture in the Kingdom of Bhutan, located in the southern foothills of the Himalayas, has been nurtured and how it is supported by media infrastructure. The corresponding author has been studying how informatisation in Bhutan, mainly the spread of mobile phones, has affected its society, with a particular focus on the rapid penetration of mobile gaming in recent years. The paper first discusses the spread of mobile phones and how this has led to the popularity of mobile games. It then refers to the stratigraphic structure, including the highways and power grids that support telecommunications and the nature that forms their substratum, drawing on the theory of media infrastructure. Finally, it points out that Bhutan′s infrastructure development is supported by India, while discussing how the country′s gaming community is spreading to neighbouring countries through online channels.
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Panel session 1
  • Chitoko KOIDE, Toshifumi NAKABAYASHI, Takashi OBANA
    Pages 217-220
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, game companies have increasingly been leveraging their own game titles and intermediary assets, leading to a growing emphasis on preserving game-related materials and utilizing them in exhibitions and events. Against this backdrop, this session, titled "Perspectives and Challenges in the Preservation and Utilization of Games from Industry, Academia, Government, and Museums," will feature three board members from a general incorporated association. The discussion will explore various approaches to game preservation and utilization, highlighting case studies and examining recent developments across industry, academia, and government (including museums). Beyond the panel discussion, we also look forward to engaging with the audience and encouraging active participation.
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  • – Focus on the fact that it is an income-generating business that makes continuous use of IP –
    Toshifumi NAKABAYASHI
    Pages 221-222
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The cultural importance of games has been recognized, leading to the collection and research of materials. However, for IP holders, who are profit-making businesses, the preservation of materials, which entails maintenance costs, and the granting for their use in special exhibitions, must be justified from a business perspective. Therefore, cost factors, technical difficulties and concerns are identified and modelling of the utilization of game archives necessary for sustainability is discussed.
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  • – Through Industry-Academia-Government Collaboration –
    Takashi OBANA, Chitoko KOIDE
    Pages 223-224
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The exhibition "Preserving! Utilizing! Manga, Anime, Games" the games exhibit organizes the preservation of arcade games into three issues: size, maintenance, and utilization. As can be seen from this exhibition, game preservation requires much discussion and the construction of a cycle of collection, preservation, and utilization. For this purpose, it is considered important to accumulate know-how on "dynamic preservation" and utilization such as exhibitions through "industry-government-academia collaboration".
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Panel session 2
  • Masakazu FURUICH, Yutaka MATSUNO, Megumi AIBARA, Aiko TAKAZAWA, Yuto I ...
    Pages 225-226
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Ten years have passed since the first Serious Game Jam (SGJ) was held in 2014, and many serious games have been developed on ten topics such as "cyber security" and "disaster prevention". Some of the outcomes have been published in manuals for organizers, making it easier to plan and run events than before, and the methods are also being used in lectures and seminars at universities and other institutions. In addition, the number of game jams held recently that take on themes related to issues in the world has increased, and it can be thought that interest in serious games has increased more than it was 10 years ago. Furthermore, at SGJ9, which was held in March 2024, seven games were created, and two of these are scheduled to be commercialized in 2025, which is the first time this has happened. After 10 SGJ events, the progress to date and future issues will be clarified through presentations from the perspectives of the organizers, participants, and commercialization staff, as well as through panel discussions.
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  • – Motivations for Management and Evaluation of SeriousGames' Effect –
    Yutaka MATSUNO, Megumi AIBARA, Aiko TAKAZAWA
    Pages 227-230
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    From the perspective of the organizers of the 9th and 10th Serious Game Jams, we discuss on the motivations for hosting and running these events, as well as on how to evaluate their impact. We examine why the organizers want to hold Serious Game Jams and how they assess the outcomes and effectiveness of these efforts.
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  • – An Examination of the Significance of Participation in Serious Game Jams –
    Yuto INUDA, Tsutomu MITAMURA, Yuya Fujiwara
    Pages 231-233
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper examines the values and risks of Serious Game Jams from the perspectives of participants and considers the significance of participation based on these findings. The identified values include: experiencing collaborative creation within a team, acquiring game development skills, learning about the social issues that serve as the theme of the jam, gaining achievements, and building a network. On the other hand, the risks include: unhealthy activities and physical fatigue, the breakdown of self-esteem and pride, conflicts within the team, and stress and pressure. Considering these aspects, the significance of participation can be summarized as follows: personal growth through learning and practice, achievement acquisition and career development, and social contribution through self-expression.
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  • Masakazu FURUICHI, Kan SHIMAZAKI, Tsutomu MITAMURA, Akira KURIYAMA, Me ...
    Pages 234-239
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The Education SIG of DiGRA Japan has held the Serious Game Jam (SGJ) 10 times so far, and it has contributed to the popularization of the name "serious game" and the development process, as well as the possibility of using the power of games to solve issues in the world. However, in recent years, the dissemination of the results has also been expected to solve issues. On the other hand, at SGJ9, which was held in March 2024, two of the seven games developed were commercialized by companies, and it has become necessary to discuss the role of SGJ in terms of social implementation and commercialization. These issues need to be considered in light of the nature and direction of issues such as "disaster prevention ", "medical health and welfare", and "learning and education", which are issues facing society today, as well as the diversity of stakeholders, and also need to be considered comprehensively, including the organizations to which SGJ participants belong, their awareness of issues, and follow-up measures for measuring the effects and promoting the spread of SGJ after it has ended. This paper reports on various issues from each of these perspectives.
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  • Makoto GOTO
    Pages 240-242
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    While focusing on serious games for many years and participating in serious game jams, he established a corporation in 2018 for the purpose of developing serious games. Since then, he has released a serious game aimed at combating gambling addiction. In the process, we gained some insights on how to establish serious game development as a business.
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