Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
Current issue
Displaying 51-71 of 71 articles from this issue
Interactive session
  • Hidetaka MANABE, Ayano YOSHIDA, Shotaro YAMAGUCHI, Shotaro MIYASHITA, ...
    Pages 244-247
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation discusses the process of the psychological change by a doctoral student who participated in a Scientific Game Jam. In this hackathon-style event, multiple teams come together to create video games in 48 hours, using doctoral research as the theme. The first author, who is a doctoral student, and the second through seventh authors formed a single team and developed a game. In this study, we conducted a retrospective analysis by examining the first author's interview responses directed to the eighth author, reflecting on the experience and analyzing the changes in their mindset. The central narrative underscores that doctoral students, despite possessing expertise in their research fields but limited familiarity with game development, acquire a wide range of new insights into science communication and game development techniques through the game jam. We further observe that despite feeling conflicted about not being able to achieve a fully satisfactory level of quality due to technical and time constraints, they discover an intrinsic enjoyment in using each member's specialized field of knowledge to create a video game.
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  • – Focusing on the activities of "VG2 association" –
    Morihiro SHIGIHARA, Kenji ONO
    Pages 248-251
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In the early days of video game journalism, editors and writers who were familiar with video game were scarce in editorial departments, so they relied on outside writers, especially for the production of strategy articles. This presentation will explain the history of arcade game doujin circle "VG2 association" that sent numerous writers to various magazine in the early days, and how the players who belonged to it contributed to the creation of the magazine.
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  • Keita TSUCHIYA, Bryan DINSBACH, Akira KINAI, Ryota SUGISAKI, Honoka SA ...
    Pages 252-257
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the widespread proliferation of social media platforms, the volume of information disseminated by individuals, news media, and other entities has surged exponentially. This increase is complicated by the prevalence of misinformation, disinformation, and biased content, creating a complex information ecosystem. The sheer volume of information individuals must process daily is becoming unsustainable. Influence operations (IO), which exploit this phenomenon to manipulate public perceptions and behaviors, further exacerbate the issue. This highlights the urgent need for individuals to critically evaluate information, discern the intentions behind its dissemination, and make informed decisions. While educational institutions have introduced initiatives to promote information literacy, existing curricula often lack provisions for fostering advanced metacognitive skills to counteract IO. To make up for this gap, we propose an experiential learning approach using a serious game targeting individuals who have completed basic education. By interacting with a simulated environment, participants experience firsthand how cognitive biases unconsciously influence their judgments, potentially leading to errors in decision-making. This paper presents the design and development of a prototype serious game aimed at cultivating such skills and outlines a framework for evaluating its effectiveness in enhancing awareness and resilience against cognitive manipulation.
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  • Canyue LIU, Ayane HASEGAWA, Shosaku TAKEDA, Kazutoshi IIDA, Shinya SAI ...
    Pages 258-260
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study uses a game engine to represent the movie theater culture of the Showa era (specifically, the silent film period) as interactive CG. The goal is to construct a VR system that allows users to experience the atmosphere of theaters from that time, the presence of katsudō-benshi, and the audience's reactions—features that have nearly disappeared in the modern era. In this system, the player takes on the role of the katsudō-benshi, and based on the player's voice input, the audience (NPC) responds in real time. By recreating Showa-era movie theater culture as entertainment, this research also presents new possibilities for cultural preservation.
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  • Keigo TAKEDA, Wataru KURIHARA, Yoshihisa KANEMATSU, Koji MIKAMI
    Pages 261-265
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    To maintain the revenue of trading card games, a gradual increase in the strength of new cards is often implemented, which leads to inflation. Managing the frequency and intensity of this inflation is crucial, as excessive increases can cause a decrease in card value and the overuse of specific cards, resulting in an undesirable game balance. This study analyzes card information from "Pokémon Trading Card Game," "Duel Masters," "Shadowverse," and "Dragon Quest Rivals" to compare inflation trends. Both "Pokémon TCG" and "Duel Masters" saw continued stat boosts, while "Shadowverse" experienced less numerical inflation, instead inflating through cards with multiple effects. On the other hand, "Dragon Quest Rivals" showed little to no inflation, instead displaying a trend of stagnation. This suggests that it might have contributed to the game's early closure within a short period.
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  • Raiki NAKAJIMA, Wataru Kurihara, Yoshihisa KANEMATSU, Koji MIKAMI
    Pages 266-271
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Advancements in game content generation have progressed, but research on automatic game rule generation remains limited, especially for multiplayer games emphasizing strategy. This study targets falling block puzzle games, proposing a description language to generate strategic competitive rules. By randomly selecting rule elements under constraints, the method ensures functional gameplay with interference mechanics. Evaluations confirmed stable rule generation, and user experiments showed most rules provided strategic depth. This demonstrates the method's effectiveness in generating stable, strategy-focused multiplayer game rules.
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  • – A Design Approach to Spatial Time Travel Experiences –
    Suqing YUAN, Shuji Watanabe
    Pages 272-274
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study suggests a game mechanic based on the ego-moving metaphor, aligning linguistic tenses with spatial movement. The game work features a circular UI which allows players to experience transitions across past, present, and future by rotating the ring. The aim is to visually and experientially embody the abstract concept of time, providing players with a unique sense of "time travel."
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  • Puchun GUO, Shuji WATANABE
    Pages 275-277
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This research will be presented as a prototype work in its initial stage. Using a mechanism in which the content changes each time a player looks back at a post on a virtual SNS, we will create a work in which anxiety and fear are generated based on the act of viewing the SNS. The goal of this research is to symbolically express the negative effects of ignoring posts asking for help on real SNS, and to raise issues such as "Internet apathy" and "fake news" caused by anonymity and information overload from the perspective of digital games.
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  • Mami KAMADA, Tomonari IRIE
    Pages 278-279
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aims to understand the current state of rules regarding game usage between mothers and their middle school children. Interviews were conducted with five mothers whose firstborn child plays online games for more than two hours daily. The manually coded items were categorized based on a thematic framework. As a result, the following categories emerged: game-related issues (unauthorized high-cost in-game purchases, staying in their room, playing games during meals, expression of aggression), parental intervention (speaking to the child, confiscation/prohibition, reducing game time, invalidation of rules), content of rules (game time limits, in-game purchases, storage location of gaming devices), and parental values regarding gaming (viewing games positively, monitoring children's independent gaming, concerns about physical health impacts, difficulties in time management, low priority of gaming, lack of understanding about children's gaming).
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  • Delong CHEN, Shuji Watanabe
    Pages 280-282
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study, based on an early-stage prototype, proposes a game design where players can instantaneously switch between parallel worlds while sharing object coordinates and rules. By leveraging the instant changes in object attributes (e.g., material, functionality) and environmental characteristics (e.g., gravity, temperature), the game creates puzzle mechanics. The research aims to explore how environmental changes and affordance principles can be utilized in level design to effectively guide player behavior.
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  • Toshiya KAWATO
    Pages 283-286
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    As the culmination of the initial stage of programming education using the C programming language for acquiring coding knowledge and skills, we are conducting an active learning-based project to create a game that runs on the command line. Using a familiar and easy-to-use game as a subject, we encourage students to deepen their understanding and experience the fun of programming while increasing their motivation for programming in a proactive and interactive manner. The most recent activities of this project will be discussed, focusing on improvements and results of the survey.
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  • Takumi TANOI, Wataru KURIHARA, Yoshihisa KANEMATSU, Koji MIKAMI
    Pages 287-292
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, while AI technology in the gaming industry has advanced to enhance gameplay and player experience, challenges such as dynamic agent configuration and the cost of retraining remain. This study proposes a method that adjusts the output of pre-trained models based on probability distributions, enabling the generation of agents with diverse personality settings without requiring retraining. This approach aims to reduce development costs and training time, as well as support the design of personality expressions through dynamic personality configuration changes during gameplay.
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  • Structuring Definitions Based on Overlapping Conceptual Elements
    Akito INOUE
    Pages 293-298
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study analyzes how various definitions of "games" are interconnected. Traditionally, game definitions include elements such as rules, goals, spontaneity, competition, and pleasure, but few studies have explored their interrelations. This research examines major game studies literature and visualizes the co-occurrence structure of these definitional elements using network analysis. The findings suggest that game definitions form multiple stable clusters rather than converging into a single prototype. Future research will adopt more rigorous methodologies to enhance reproducibility and compare definitions across different linguistic and academic contexts, contributing to a more comprehensive understanding of game studies.
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  • Kaho TANAKA, Wataru KURIHARA, Yoshihisa KANEMATSU, Koji MIKAMI
    Pages 299-302
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, extensive research has been conducted on game user interfaces (UI). Many of the UI designs studied in such research are independently defined by researchers, with little reflection of player preferences. Additionally, the game genres examined are often limited to first-person shooters (FPS). In this study, we implemented customizable features and investigated changes in performance and user comfort. As a result, while no significant changes in performance were observed, it was confirmed that subjective playability improved through customization.
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  • Yuzuha SASAKI, Wataru KURIHARA, Yoshihisa KANEMATSU, Koji MIKAMI
    Pages 303-308
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Virtual Reality (VR) has the advantage that the entire field of vision is covered by a Head Mounted Display (HMD), which increases the sense of immersion in VR content such as games. However, in VR, if there is an obstacle in real space within the play area, there is a risk of collision because the user cannot see the obstacle while wearing the HMD. For this reason, this research proposes a system that seamlessly integrates real-world objects into VR content. The goal is to avoid obstacles while wearing the HMD.
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  • Mikito KURAHARA, Daisuke SAITO, Hironori WASHIZAKI
    Pages 309-314
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Currently, many game-based methods are used in AI education. However, few of them start with requirement analysis and automatically evaluate AI models created by the learner. Therefore, we propose a task-based learning method using LLM (Large Language Model), in which a problem is created in natural language, a solution is described, and coding is performed. We also propose a game, LLM-PoweredAILearningQuest' (LLM-ALQ), which enables this task-based learning. The effectiveness of learning this game and task-based learning was measured. As a result, a certain learning effect was expected for the task-based learning method. On the other hand, issues such as the game's UI and system improvements were also highlighted.
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  • Yusai YAMADA, Ayane HASEGAWA, Kazufumi FUKUDA, Shinya SAITO
    Pages 315-318
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Since the COVID-19 pandemic, efforts to create virtual exhibitions of cultural and other assets in a virtual space have expanded. However, many of them focus on the reproduction of real space and have not sufficiently explored exhibition formats that take advantage of the characteristics of digital representation. This research aims to enhance the museum experience by building virtual exhibits with game development expertise. Specific methods include interactive information presentation using character AI and particle effects using the capabilities of advanced game engines.
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  • Toshiro OTSUKA
    Pages 319-321
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We propose an MR system that makes users feel characters in real-world objects. This system uses Mixed Reality (MR) and LLM technologies to give visuals and personalities to objects in the real world, allowing users to interact with the objects as if they were characters. Experimental results show that the user's impression of the object has changed. We also discuss the future applicability of this concept.
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  • – Prototype Development and Initial Evaluation –
    Yoshinobu INOUE
    Pages 322-327
    Published: 2025
    Released on J-STAGE: March 28, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study was to develop and initially evaluate a prototype serious game aimed at improving service gaps in student counseling. A serious game was developed, reflecting research findings on help-seeking in the psychological field in the development of the storyline. Five university students were asked to play the serious game. They were asked to respond the questionnaire before and after playing the serious game, and to write their impressions freely. The results showed significant changes in several indicators of help-seeking. The free-response responses suggested that in-game elements such as the breaking of the "fourth wall" and forced choices may have had an effect.
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