Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
9th Annual Conference
Displaying 1-43 of 43 articles from this issue
Front matter
Oral session
  • Michitaka YOSHIMURA, Momoko KITAZAWA, Taishiro KISHIMOTO
    Article type: Conference Paper
    Pages 18-21
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the growth of the internet, research on the influence of internet use on psychiatric symptoms is increasing. “Gamin disorder”, which is a diagnostic criterion for mental illness, was included in ICD-11. However, there are few studies on Japanese. In this study, we conducted a questionnaire survey for 1,366 university students and investigated the current status of problematic Internet use among Japanese young adults and the relationship between PIU and psychiatric symptoms, sleep, social function, and happiness. As a result, it was found that PIU is also recognized in young adults in Japan at the same rate as in the previous studies in other countries. In future it is necessary to conduct research evaluating PIU more objectively.
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  • Hiroshi YAMAGUCHI
    Article type: Conference Paper
    Pages 22-25
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, the real and game worlds are increasingly interacting to each other, through developments and diffusion of various attempts such as serious games and gamification. This is at least partially because the real world is not such pleasurable as games - in somewhat dirty words, “sit (game) is real.” This comes from a quote of the main character in a Japanese anime “World God Only Knows.” In usual performance measurement of gamification, they measure how much game elements improved the real-world things; but in this study, the author tries the other way around. The author proposes “SIR” index, namely, an index that measures how much the real world is a sit-game. As a preliminary study, the author analyzes twitter data to explore what this expression actually means, and also attempts to extract the problems for actually calculating index.
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  • Tatsuya FURUYAMA, Takashi IMAGIRE
    Article type: Conference Paper
    Pages 26-29
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the spread of smartphones, social games have increased. In social games, the number of users is an important indicator of business because increase of users is directly linked to profit. One method of acquiring users is “pre-registration”. In this research, we investigated the existing games on the relationship between the pre-registration period and the interest in the game, and examined the optimum KPI.
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  • Takahiro NOZAKI, Katsuhide ABE, Mitsuhiro OGAWA
    Article type: Conference Paper
    Pages 35-38
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Computer programming learning has still been difficult in some cases. This difficulty can be depending on a leaner, not only language. As a method to support learning programming language for person being not good at programming skills, Trading Card Game (TCG) style is considered as a tool with narrative mode of thought expresser. Then, we have been thought TCG style may be helpful for understanding computer programming. As a result, a prototype of programming support system for Arduino in TCG like style is developed and demonstrated. This system allows to invoke Arduino development environment and compile the source-code generated by TCG like style and load it an Arduino hardware.
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  • a Serious Game to Support Music Teachers for Kids
    Toya SAITO, Koji SUGINUMA, Nadia Gloenwald, Megumi AIBARA, Masakazu FU ...
    Article type: Conference Paper
    Pages 39-42
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In music classrooms for three to five years old kids, music teachers use picture book type textbooks and real musical instruments such xylophones or drums. In order to make their classrooms fun for kids, music teachers spend much time to prepare for class contents from scratch every time. If the teacher has many such classes, the amount of time that they spend for preparation becomes enormous, which is a big problem for teachers. In order to solve such problem, we have decided to develop a serious game type textbook used for music classrooms to support music teachers. In our prototype system, we used xylophone as a real musical instrument, and the xylophone is used as the input device for the serious game, so we have named it “XyloStories”. In order to link xylophe and the serious game, we used Arduino for sensor module and Rasberry pi as a signal processing unit. In this paper, we describe the outline of the serious game system. It will also be demonstrated at interactive session.
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  • Comparative Case Studies of Game Studios in China
    Akinori NAKAMURA
    Article type: Conference Paper
    Pages 43-46
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The present studies focus on the business model in the media industry which is prevalent in various media conglomerates in Japan, North America as well as Europe being known in Japan as “media mix.” Based on the assertion of Contingency theory, if China’s business environment (the present paper include a broader definition of Chinese speaking nations) is distinctly different than those of Japan, North America or Europe, then the media mix if being practice at all, may emerge and developed in its own terms. The studies then focus on several Chinese digital game publishers and compare and contrast similarities as well as differences. The studies conclude that there is the distinction in how the media mix being practiced and developed among Chinese game studies throughout years of the industrial development, confirming the claims made by the contingent theory scholars.
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  • Takashi OBANA, Chitoko KOIDE
    Article type: Conference Paper
    Pages 47-49
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study is to examine and describe the trend of Information on introducing game shown in game magazine, published after 1990s. In our study, The necessity of reexamine relation between of woman`s games and magazines. and We tried to express the transition of Information for game magazines according to revolution of game using coating sheet.
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  • Interview Survey of Pro-gamers
    You HIRAMATSU, Tomoaki TAKANASHI, Hiroyoshi YAJIMA, Miho TAKAYAMA, Cry ...
    Article type: Conference Paper
    Pages 50-53
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    To improve athletic performance, professional sports athletes often include acupuncture as part of their conditioning and overall health. E-sports athletes may also benefit from acupuncture, but no studies have been completed. To begin to address this gap, we interviewed two e-sports athletes, whom we provided acupuncture, to document their complaints and determine if acupuncture was beneficial. They reported experiencing mental and physical stress from competition, practice, and adverse living conditions that negatively affected their gaming performance. They also had musculoskeletal pains. The participants reported that their gaming performance improved and that they experienced less pain with acupuncture. Results suggest that rigorous research is needed to assess if acupuncture effectively reduces e-sports athletes’ musculoskeletal pain and improves gaming performance.
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  • Yousuke Miyauchii, Tomoki Kajinami
    Article type: Conference Paper
    Pages 54-57
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper proposes a watching support method focused on characters’ move and stamina in fighting game. The screen of the fighting game has a bar displaying characters’ stamina, and the player can adjust the distance to the opponent by move the character from side to side. However, it is hard to understand the amount of movement and the accumulation of small attacks of each character. Therefore, This paper develops a system to visualize the characters’ movement and decrease of stamina within a certain period of time.
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  • Ryohei Oda, Tomoki Kajinami
    Article type: Conference Paper
    Pages 58-61
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this paper, we propose an interface to support post-match play-by-play analysis of a fighting game based on the players' eye movements. The fighting game, which two players fight each other by operating their use characters with in the same game screen. Players may look back on their own matches and review playing. However, previous studies have not consider using two players' gaze data for supporting post-match play-by-play analysis. We construct an interface visualizing similarity two players' focusing area and eye movement on game screen for supporting post-match play-by-play analysis.
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  • Yoshiyuki Tamamiya
    Article type: Conference Paper
    Pages 77-79
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The current study was designed to investigate whether digital games which are difficult to control its character deprive cognitive resources of the players more than the games which are easy to control and the deprivation makes the games less fun. Twenty undergraduate students participated. They were randomly assigned to one of the two condition and asked to play a tennis game for 10 minutes. The deprivation of cognitive resources was measured by the number of confirmation of the game instruction. After the game play, participants fulfilled the questionnaire about how fun the game was and how difficult it was to control the character. The results showed that participants who played the difficult game confirmed the instruction more than those playing the easy one. However, there was no significant difference between the two condition on subjective measures.
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  • Ji Soo LIM
    Article type: Conference Paper
    Pages 80-83
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    When playing digital games, players adopt different frames to interpret what is going on in the games. Fine[5] suggests that players may adopt three different selves, or frames when they are playing games or talking about games. The three frames are character, player, and person. With a character frame, players interpret the game according to the rules of the game world. With a character frame, players interpret the game according to the rules of the game. Person frame is the primary framework that the interpretation of every day is based on. How players interpret the game may affect the meaning of their behaviors in the game. In this study, I looked at the frames of meaning that players adopt when they play games, how they are related to empathy toward other characters, and how they affect players’ decisions to help other characters in games by conducting a survey.
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  • The classification of Japanese players by analyzing interests through game playing
    Nobushige KOBAYASHI, Yuhsuke KOYAMA, Ema TANAKA
    Article type: Conference Paper
    Pages 84-87
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this paper is to answer the question “How can smart phone game players be classified?” by analyzing the interests players acquire through gaming. Though previous research analyzed motivations and play styles of game players, they mainly focused on child or young players. On the contrary, this paper classifies Japanese smart phone game players by analyzing data collected by questionnaire survey to both young and old.
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  • In-depth Interviews of Young Male Players
    Akiko SHIBUYA, Hibiki OKURA, Akiyo SHOUN, Naoko ASOU
    Article type: Conference Paper
    Pages 88-91
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Digital games have been criticized as its stereotyped expression of game characters, but the number of game studies about gender has been limited in Japan. Since digital games in Japan has unique features such as idol games, role playing games, we conducted semi-structured in-depth interviews regarding preferences and general impressions of male and female game characters, and preferences of males and females in the real world. The results shows that interviewees suggested both masculine and feminine features for female game characters preferences, but they mentioned more masculine aspects for male game characters.
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  • Through the Practice of Game Oral History Project
    Kazufumi FUKUDA, Fumihiko IKUINE, Akito INOUE, Morihiro Shigihara, Hir ...
    Article type: Conference Paper
    Pages 92-95
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We organized research project for the collecting oral history in the video game industry since 2016. The main targets are people who were active during an early stage of the industry. This project has published 32 interview documents. At first, this research introduced the outline and achievements of the project. Secondly, We organized general topics of methodology of oral history. Thirdly, the characteristics of the game industry, which was clarified through the research was discussed. Finally, We reconsidered the methodology of oral history based on the characteristics.
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  • KMD x IGCC
    Keita MIZUKAMI
    Article type: Conference Paper
    Pages 96-99
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    It was said that the game industry does not leave past records in the future. But if someone consciously does not keep a record, what happens there will be lost someday. A game is a culture that is closely connected with the times, that being lost is equivalent to losing the evolution of the game. “KMD x IGCC” reported this time is a game culture archive project which collaborates between research workers and practitioners.
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  • Centering around a relation with the social regulation to gambling
    Yasuo Kawasaki
    Article type: Conference Paper
    Pages 100-103
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This Research project aim to clarify historical back ground that game arcade take root in Japanese society. In this presentation, I will analyze relationship between Game arcade and gambling because it is important view point of historical background. I investigate history of regulation of gambling on modern and present history, and I analyze this history that superimpose on history of Japanese game arcade. Finally, I consider that was not much relationship between Japanese game arcade and gambling, unlike other countries.
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  • Hiroki ENDO, Masanobu ENDOH
    Article type: Conference Paper
    Pages 104-106
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In viewing experiences in serious games, VR viewers using HMDs with acceleration sensors experience closer to the feeling that they actually went there than viewing on a normal display. We verified the viewpoint of contents that can obtain higher presence by using movies shot at multiple heights. As a result, we found that the presence according to the viewpoint of viewing attitude is higher than the viewpoint of the body height of the viewer.
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  • Boxin ZHAO, Yoshihisa KANEMATSU, Naoya TSURUTA, Kunio KONDO, Koji MIKA ...
    Article type: Conference Paper
    Pages 107-110
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this research is to propose a method to dynamically change fear effect of the scene during play in horror game. The degree of appropriate fear in horror games varies depending on players. Therefore, the authors developed a system that switches not only the sound and brightness in the game, but also the scene itself in the game, according to the state of the heartbeat of the player. Compared with existing research that switches sound and brightness in the game using biometric measurements, it was found that using the proposed method, we can more effectively control the sense of fear according to the player's heartbeat condition.
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  • Xiaoran CAI, Yoshihisa KANEMATSU, Naoya TSURUTA, Kunio KONDO, Koji MIK ...
    Article type: Conference Paper
    Pages 111-114
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In order to verify the effect of the advancing color and the receding color on VR sickness, I designed an experiment about the familiar tunnels in our daily life. The software uses unity, and the tunnels have three colors, gray, red, and blue. I choose the objective evaluation method: Wii balance board, it can measure the trajectory of the center of gravity shift, indicate the coordinate points in the excel and make the center of gravity movement chart, the center of gravity is more intensely, the dizzy of the personnel body’s feeling is more stronger. The experimental results show that red can bring a instability feelings to the experiencer.
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  • Chitoko KOIDE, Takashi OBANA
    Article type: Conference Paper
    Pages 115-118
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation is based on an interview survey from Cybird Co., Ltd., which produces “Ikemen series” about the features of the “OTOME game” of the smartphone application. Through interviews, three items - “stage setting”, “game system” and “female protagonist” of the “Ikemen series” will be discussed in detail.
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  • Case Study on Analyzing Music of “Tales of the Abyss”
    Ubu Sato, Akinori ITO, Ken'ichiro ITO
    Article type: Conference Paper
    Pages 119-122
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    When conducting analytical research on game music for large series titles, the method of selecting music that is considered to be of high importance from the viewpoint of content structure will always be discussed. In this study, as a case study of “Tales of the Abyss”, the study of the music selection method was carried out as a preliminary analysis. Because of the nature of the target title, since there are many music like functions like drama BGM, we focused on “Music of the place / Music of the situation” through review of previous research and educational method on film music function and writing method. The “Tales of” series focused on the fact that there were many songs having a dual function of “the music at the place is also functioning as the music of the situation”, and the game structure analysis through development of the visualization method was carried out. As a result, as a result, we were able to select songs in 115 titles of 46 title. As a dramatic scene, it became possible to make musical comparison by analyzing music of “1 situation 1 song” part and selected songs.
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  • Yuki FUKUYAMA
    Article type: Conference Paper
    Pages 123-126
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this research, we focused on the similarity of “Problem-solving game” which is prevailing in recent years and “cooperative learning”, and aimed to examine the effect of problem-solving game on social / emotional skill. For this purpose, we developed a problem-solving game for team building and practiced for high school students. As a result of the practice, significant differences at 1% level were in “awareness of contribution to the team” and “communication in the team”. It was suggested that a problem-solving game aimed at team building is effective for “forming desirable relationships and participating in building a good life as a member of group” which is the purpose of “special activities”.
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  • Yan JIAO, Emiko HIROTA, Mitsuko FUJISAKI, Misaki YAMAGUCHI, Yehang JIA ...
    Article type: Conference Paper
    Pages 127-130
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we focused on “Lift up earner’s motivation”, “intensive learning”, and “community” as a part of practical study of gamification. Moreover, we designed process of learning in Japanese language education of practical activities. The objective of this study is intermediate Japanese learners and we are going to experiment with treatment group and control group. In this presentation we report this comparing experiments.
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Interactive session
  • Tomone MAEKAWA, Tomoki KAJINAMI
    Article type: Conference Paper
    Pages 132-135
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this paper, I propose a beginner support method focusing on pick in shooter’s First Person Shooting (FPS) which fight with guns etc. from the individual person’s point of view. Pick is a player selecting his/her operation characters, which affects the game situation. However, for beginners to select appropriate pick is challenging. In this paper, I constructed pick support system that into consideration the compatibility between characters and maps, the strength of weapons of characters, and the speed of characters.
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  • Yuzuka SUZUKI, Koji MIKAMI
    Article type: Conference Paper
    Pages 136-139
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Currently, social games that are easy to do with smartphone are prevalent. Basically they can be played for free, but players need to use “Gacha (Gasha)” when strong characters or cards are needed. In order to use Gacha players need to prepare in-game currency. In-game currencies are sometimes distributed free of charge, but they usually need to be charged. From various investigations, there is no gender difference in the percentage of people who are charging, but it is known that there is a gender difference in the amount of charge. Therefore, the authors thought that there might be some difference between the game for men and the game for women. As a survey method, men's game and women's game were prepared for each of the four genres and compared and verified. As a result, it was found that there is no big difference between the game for men and the game for women, even if there is a gender difference in billing amount.
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  • Taichi MORINAKA, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 140-141
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, due to the improvement of graphic capability, detailed expressions that could not be expressed in real time have become possible. In this research, we aim to generate the footprints procedurally by the nature of the ground to be bonded. We analyzed footprints expressed by existing games and devised a method to automatically generate footprints considering the nature of the ground and lamination.
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  • Genta MAEJIMA, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 142-145
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The modern virtual reality (hereinafter referred to as “VR”) has been developed more and more and became familiar to the public. Among them, the location-based VR allows the user to easily experience the VR without preparing equipment. There is a problem in the location base VR that it is not known from the audience what the player doing in virtual space. Therefore, in this research we aimed to share experiences between VR player and spectators to solve the problem. We developed MEJMVision, an experiential sharing system that displays the VR space by stereoscopically displaying the player character in field using reflection of light and using multiple flat panel displays as the background.
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  • Mika INOMAKI, Yoshihisa KANEMATU, Koji MIKAMI
    Article type: Conference Paper
    Pages 146-149
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, most of computer games use 3DCG model. Among them, many players and enemies are produced. In particular, enemy's 3D model often requires many numbers and types. In order to create a 3D model of enemy massive, there is a method of preparing a 3D model for each part such as head, limbs, and the like, and combining it freely and giving the ability value at random. However, with this method, the problem arises that the physical characteristics do not match the ability value of the automatically generated enemy. Therefore, in this study, we created an algorithm to make physical characteristics and ability values match when generating enemy automatically. We compare the proposed system with this algorithm and a conventional questionnaire to 20 people. As a result, all respondents said that the proposed system felt the individual differences of Enemy more strongly.
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  • Saika Shioya, Honami Iida, Xiaotong Wang, Toya Saito, Megumi Aibara, M ...
    Article type: Conference Paper
    Pages 150-152
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the prolonged reality of Japan’s low birthrate and aging population, the importance of communication among children but also between the different generations is becoming critical. In order to solve such problems, traditional play or games are considered good tools to support them, and “Fukuwarai” (lucky face making game) is a typical such game. Fukuwarai is known that all players get lough while they are playing, since it is difficult to make serious face. Moreover, not only players but all audiences get lough. Therefore, we think that Fukuwarai is a good method to support communications between different generations. In this study, we have developed a serious game named “Waraukadoniha FUKUWARAI” which enable to play Fukuwarai at anywhere without preparing any special tools but only smartphones. In this paper, we describe the outline of “Waraukadoniha FUKUWARAI” and the preliminary evaluation results.
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  • Masaru NAGAKU
    Article type: Conference Paper
    Pages 153-156
    Published: 2019
    Released on J-STAGE: February 05, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Report on the results of the workshop type demonstration experiment conducted by a professional scenario writer as an experiment collaborator, In “An Empirical Study on Game Production in Collaborative Environment of Cloud Era” HAYAO NAKAYAMA Foundation for Science & Technology and Culture FY2018 grant research (A-2). In this experiment, we provided real-time collaborative editing environment and Novell's game engine to the scenario writer of the three. And I made software production support such as showing the flow of the scenario automatically. In this paper, I report the analysis results of experimental scenario writers' pre / post interview.
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