Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
2021 Summer Conference
Displaying 1-37 of 37 articles from this issue
Front matter
Oral session
Serious game ( session 1 )
  • Daisuke Saito, Kazunori Sakamoto, Hironori Washizaki, Yoshiaki Fukazaw ...
    Article type: Conference Paper
    Session ID: 1-1
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Herein, we define programming thinking skills as the ability to develop concepts such as conditions and repetition combined with problem-solving and event analysis skills, which can be fostered through programming, and we propose a digital game to foster these skills. Many digital games have been proposed to develop programming thinking skills. However, most of the existing digital games are puzzle games that use commands such as "move forward" or "turn right," and the abilities that can be developed are limited. To address this issue, we created a digital game centered on reading programs. We introduce the proposed digital game and report on the results of actual play herein.
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  • Masakazu FURUICHI, Megumi AIBARA
    Article type: Conference Paper
    Session ID: 1-2
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There have been many attempts to use serious games for history learning and improving historical thinking skills. Other attempts such as applying modeling and simulation to history studies on specific historical events are also known. However, most of the historians' research styles are based on document research and desktop simulation. In this study, we will introduce our experience of developing prototypes of serious games through cooperation with TV program producers and history researchers and discuss the possibilities for the future of serious games in this field.
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  • Koichi ISHIDA, Toru FUJIMOTO
    Article type: Conference Paper
    Session ID: 1-3
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We are required to explore practical methods in an online environment by using available Information and Communication Technology, while community design activities are restricted because of the Novel Coronavirus (COVID- 19). This study presents the possibility of community design education in an online environment where residents can participate beyond the restrictions of the region through the practice of board game named "Community Coping" aimed at solving "social isolation".
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Game play ( session 2 )
  • Takafumi Tateba
    Article type: Conference Paper
    Session ID: 2-1
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this presentation is to discuss the cheating in video games, when it is cheating, and if it is cheating, why it is cheating. According to previous research by Mia Consalvo, the existence of cheats rather contributes to the development of the video game industry. The reason why the cheating that is condemned in the community today is considered unfair should not be the cheating itself, but the particular nature of certain cheats. In this presentation, we will discuss the nature of this property.
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  • Jynya SAITA, Takashi IMAGIRE
    Article type: Conference Paper
    Session ID: 2-2
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the evolution of digital games, games that use voice to talk are becoming more and more common. However, there are times when I feel uncomfortable. In some cases, the player's own name is used in the conversation text, but in the voice, the player is called by a second person pronoun such as "You". In such games, the expected conversation in text form does not match the actual conversation heard in the ear, resulting in a sense of discomfort and loss of immersion. In games that allow free input of names, it is imagined that there are technical difficulties in calling out names in a natural way during conversation. In this research, I would like to investigate how games that have actually been released in the world address this issue, what kind of measures are being taken, and what kind of measures would be preferable, in order to provide suggestions for the naming of the main character in future games.
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  • Masanobu ENDOH
    Article type: Conference Paper
    Session ID: 2-3
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The rules of a game are set in order to provide the intended game experience. The relationship between the rules and the experience is the essence of the game, and clarifying this relationship leads to the analysis of the game. In this study, I devised an exercise to improve the ability to analyze games by playing analog games. This exercise has different goals for beginners and advanced learners of games, allowing them to learn step by step. In addition, the knowledge gained will be useful in setting up rules in accordance with the intentions of the participants when they create their own games.
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e-Sports ( session 3 )
Gamification ( session 4 )
  • Masanobu IWASAKI, Fumihito ITO, Masahiko NAWATE, Daiki OKUI, Homare IC ...
    Article type: Conference Paper
    Session ID: 4-1
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Severely disabled children have difficulty “toy play”, which plays an important role in development due to their physical disabilities. In this paper, we focused on eye movements, which are said to be less affected even when the disability is severe. Developed the application that enables spontaneous “toy play”, mainly using eye-gaze input device. This app incorporates a visual interaction that is effective in drawing out an understanding of the causal relationship of severely disabled children. In addition, it is possible to prepare multiple settings to change the screen so that it is easy for severely disabled children to see, and customize it according to the characteristics of severely disabled children. In order to record the results of eye-gaze movements performed by severely disabled children, eye-gaze movements were visualized based on the eye-gaze history. Through SNS, we are improving the effectiveness by scooping up the results and impressions from special schools and rehabilitation sites that use the app. In the support site, the app was used as a means of playing games in VOCA and real space in addition to "toy play" for severely disabled children. In this paper, we will discuss the effects of efforts using apps.
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  • Strategies to Curb Deviant Behavior by Controlling Playfulness
    Yuna NAKAO, Yuuki MATSUI
    Article type: Conference Paper
    Session ID: 4-2
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this presentation, as an example of the application of game studies to other social science fields, We analyze and discuss strategies for eliminating "bullying" as a typical social problem using gamification methods. "Bullying” is an act of seeking a subjective sense of omnipotence in terms of social function and has similar characteristics to "play”. Therefore, this presentation shows the possibility of coping with bullying by constructing an appropriate game design that reduces the entertainment value of bullying. What is important here is, first of all, a comprehensive analysis that provides overlooking view of the social problem being addressed. Secondly, gamification that is appropriately "boring" with elements of demarketing is important too.
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  • Daiki OKUI, Fumihito ITO, Masahiko NAWATE, Masanobu IWASAKI, Homare IC ...
    Article type: Conference Paper
    Session ID: 4-3
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There are two effects in utilizing eye-gaze input for children with severe physical disabilities, mainly severe physical disabilities. The first point is the effect of supporting more efficient activities by substituting and amplifying physical functions. The second point is the effect of supporting the expression of the parties, improving the motivation of the supporters, and eventually improving the living environment of the parties. The second effect is particularly effective for children with severe and multiple disabilities who have both severe intellectual and physical disabilities. This research creates and distributes a line-of-sight input training game that can be used by children with severe disabilities who have just begun to use line-of-sight input and children with multiple disabilities who have severe intellectual disabilities. The purpose was to improve the motivation of the person. In addition, we are making efforts to improve the effect by receiving opinions from supporters in the process of being used in the field. Here, we will introduce some examples of using the line-of-sight input training game that we have created, and discuss its effects.
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Education ( session 5 )
  • Shinya MIYAGAWA, Mamoru ENDO, Mayu URATA, Takami YASUDA
    Article type: Conference Paper
    Session ID: 5-1
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the changes in the learning environment, attention is being paid to the nature of a learning system that is not constrained by the place or time of learning and the use of information technology tailored to the field. In this Research, we examined whether continuous follow-up for first-time learners was possible online by evaluating the learning outcomes through online programming learning practices and community activities for first-time learners who have been learning programming mainly online since the beginning. As a result, the usefulness and concerns of the online operation and learning system were clarified.
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  • Masanori FUKUI, Masakatsu KURODA, Shimpei NOMURA, Yoshifumi YAMASHITA
    Article type: Conference Paper
    Session ID: 5-2
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aimed to attempt to develop the “creativity scale on digital games” among university students. A preliminary survey was conducted on 112 university students specializing in digital game development, and 115 items measuring the images of digital games were extracted. A preliminary survey was conducted among 112 university students, and 75 items were extracted to measure creativity in digital games. Using these 75 items, we surveyed 343 university students. As a result, the following four factors were extracted as creativity in digital games for university students: “special experience in games,” “story, music, and characters,” and “game development and setting.”
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  • Kosuke ZAITSU, Toru FUJIMOTO
    Article type: Conference Paper
    Session ID: 5-3
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Creativity is regarded as an important factor in going on living a volatile, uncertain, complex, and ambiguous future society. We review the definition and approach of creativity, focusing on the mini-c creativity, which refers to "subjective self-discoveries – the new and personally meaningful insights and interpretations that are a component in the learning process", and previous works related to the development of creativity by playing video games. Then, taking Minecraft as an example, we propose a method to evaluate player’s creativity (mini-c) in gameplay.
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Game design ( session 6 )
Game viewing ( session 7 )
Research ( session 8 )
  • An Exploration of the Social Contexts that Supported Yuji Horii's Activities during his time as a college student
    Nobushige KOBAYASHI
    Article type: Conference Paper
    Session ID: 8-1
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper investigates and analyzes the college student days of Yuji Horii, who was an obscure university student moving to Tokyo from Awaji Island, and shows that mutual aid groups of university manga graduates, mass media (newspaper, publishers, TV stations) that provided them with job opportunities as freelance writers, and the city of Tokyo, where many universities and mass media were concentrated, played an important role in supporting Horii's activities.
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  • Focusing on Regulations by Related Ordinances in Each Prefecture
    Yasuo Kawasaki
    Article type: Conference Paper
    Session ID: 8-2
    Published: 2021
    Released on J-STAGE: March 08, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Video games and game arcades are considered to have taken root in Japanese society in various ways. However, nationwide laws and regulations against video game arcades have been in place for a long time in Japan, and new regulations have emerged for video games. The purpose of this presentation is to clarify the relationship between game centers and the law of regulations that apply to them. In this presentation, I will mainly survey the relevant ordinances of each prefecture, organize the actual situation of regulations, and attempt to analyze the relationship with social conditions from literature and statistical data.
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Panel session ( session 9 )
Interactive session
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