Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
2022 Summer Conference
Displaying 1-25 of 25 articles from this issue
Front matter
Human interface (session 1)
  • Masaki TAIRA, Tomoki KAJINAMI
    Article type: Conference Paper
    Session ID: 1-1
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper proposes a prototype system for visualizing the degree of activity of characters in Multiplayer Online Battle Arena (MOBA) games. In the MOBA match review process, there is significance in understanding the power spike of a character in order to understand some of the player’s thoughts. In this paper, we calculate the degree of activity in any given game time period from three perspectives for each character. We develop a prototype system that can analyze power spikes, with a pie chart-like activity graph colored based on the degree of activity, and activity icons indicating the degree of activity for each perspective.
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  • Mitsuhiro OGAWA, Kohsuke OHNUKI
    Article type: Conference Paper
    Session ID: 1-2
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The functionality of the human limb, hand, palm, and finger should depend on the person. This should be notable in physically handicapped, but this also should be in non-disabled persons. We also call this functionality difference as personality. In this study, an individuality-respecting human interface device has been attempted to be developed. For this, shapes such as circles and rectangles drawn on paper and the finger on that paper were taken as a video by a digital camera. Then, obtained relative relationship of those positions has determined game controller input by using YOLO (You Look Only Onse) algorithm and also MediaPipe. With a developed system, a video game can be played.
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Education and motivation (session 2)
  • Shinya MIYAGAWA, Mamoru ENDO, Mayu URATA, Takami YASUDA
    Article type: Conference Paper
    Session ID: 2-1
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, a wide variety of content utilizing ICT has been produced. In addition, with the spread and increase of open source software, the content by ICT is further increasing. From the above, the environment and contents of independent programming learning Therefore, this research aims to develop ICT educational content that can lead to continuous and development through the management of the technical community. This time, at the technical events that have been held online so far. Report the results of the proposals and trials. In addition, in the field of information technology, which is considered to be short of human resources, we considered the flow of learning that leads from play to development. Through this initiative, we evaluate the usefulness of providing continuous learning content in the community. This suggests that the use of content from the technical community engaged in medium- to long-term activities may create a virtuous learning cycle for learners.
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  • Optimization of Gamification Design
    Yuuki TANAKA, Yoshihiro KISHIMOTO
    Article type: Conference Paper
    Session ID: 2-2
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aims to structure gamification by relating psychology to gamification design. Together, there is a theory of human psychology and the behaviors that result from it. In this study, using a case in which a dieter could not continue his/her diet as a model case, we categorized the causes and organized each gamification application and the psychology behind it.
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  • Madoka TAKAHARA, Shun HATTORI
    Article type: Conference Paper
    Session ID: 2-3
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Japan is now called to be “The Worst on Sleep Debt” and has long-unsolved social problems on sleep debt. Recent years, troubles in not adults’ but children’s sleeping have been increasing. To solve the problems, it is important that not only adults but also children can get sleep educations and children can manage their daily sleep data by themselves. Therefore, this paper proposes a collaborated nurture game, which a child and his/her parent have a good quality sleep and nurture a weakened cat with foods given based on their daily sleep data, to enable them to learn about sleep education.
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Human orientation technology (session 3)
AI (session 4)
  • [in Japanese]
    Article type: Conference Paper
    Session ID: 4-1
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
  • Shun HATTORI, Madoka TAKAHARA
    Article type: Conference Paper
    Session ID: 4-2
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, many researches on AI (Artificial Intelligence), especially, Text-to-Image, such as image generation from a natural-language text, and Image-to-Text, such as object recognition and natural-language text generation from an image, have been conducted actively and advanced constantly. Meanwhile, in the research filed of education, it is said that cross-media trainings between Texts and Images in a human’s brain are one of mental processes to support his/her higher-level intelligence. Therefore, this paper conducts a study to build education-oriented text-to/from-image games and their game AIs. The future work plans to develop a prototype and validate its effects on education.
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  • Shutaro TAKAHASHI, Shun HATTORI, Madoka TAKAHARA
    Article type: Conference Paper
    Session ID: 4-3
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    To build a Debug AI that is capable to discriminate whether or not something is a bug instead of human debuggers, there are many technical problems such as bug discovery from play movies and automatic generation of a sequence of play operations for efficient bug discovery. To solve these problems, rule-based and/or machine learning methods would be able to be applied. Therefore, as the first step, this paper develops a prototype debug AI for Tetris as a target game to discovery bugs by recognition of game screen images in a play movie by a human player, which may have bug(s), and rule-based discrimination on whether or not each image is a bug, and validates its performance.
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History, literature and psychology (session 5)
  • Centering on the Survey and Analysis of the Diet Proceedings
    Yasuo Kawasaki
    Article type: Conference Paper
    Session ID: 5-2
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study is to clarify the evolution and state of social recognition of game centers. As a part of this study, we will analyze the statements of Diet members and bureaucrats, who are policy makers on social control and other issues, from the minutes of Diet sessions. By using the "Diet Proceedings Search System" to search for relevant words, and analyzing the context of the words based on the social background, this presentation will attempt to analyze the transition and the nature of the recognition of game centers in the statements made in the Diet. As a result, this presentation revealed that the perception of lawmakers toward game centers was mainly centered on youth protection and gambling issues, and that among these perceptions, there is a continuing trend toward continued regulation, especially in terms of youth protection. The report then suggested the need for continued research and analysis of the factors that contribute to this perception.
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  • Masanori FUKUI, Hiroaki OHDACHI, Masakatsu KURODA
    Article type: Conference Paper
    Session ID: 5-3
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study was to understand structurally how the relationship between the motivation for gaming and well-being varies by the duration of game playing time. A survey was conducted on 256 second-year students at a private university undergraduate school of information science. Simultaneous multi-population analysis of the relationship between each factor of “game uses and gratifications” and subjective well-being by the player was conducted. It was found that lite(casual) and heavy gamers differed in the factors of game uses and gratifications related to their subjective well-being.
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Panel session
Panel session 1
  • Chiaki SOGA, Kohsuke YAMAMOTO, Yannick DEPLAEDT, Julien MENANT
    Article type: Conference Paper
    Session ID: Pl-1
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This session will analyze engagement in games from the perspectives of psychology, pedagogy, and philosophy, and explore the possibility of a positive view of immersion. In addition, we will consider not only digital games but also analog games as games. First, from a psychological perspective we will discuss engagement in games by looking at examples of research using the Japanese version of the Game Engagement Questionnaire(GEQ), which is used as a phycological scale that can measure the degree of an individual's immersion in games. Next, the concepts of engagement and serious games will be examined from the perspectives of pedagogy and game design. While many serious games assume that the fun of the activity alone is enough to engage players, we will examine whether this is valid and consider how the concept of engagement can be promoted in learning settings. Finally, based on our experiences in educational practice, we will discuss specific aspects of Japanese learners' use of analog games in language classes.
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Panel session 2
  • Discussion: What is needed to expand the market for the gamification industry in the future?
    Yoshihiro Kishimoto, Tomohiro Katayama, Hidenori Wakabayashi, Makoto G ...
    Article type: Conference Paper
    Session ID: Pl-2
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Gamification developers from the industry will be invited to participate in a planning session. SEGA XD Corporation and the Gamification Industry Landscape Map Editorial Committee spent six months selecting a total of 206 domestic gamification businesses and classified them into 13 categories to produce and publish the "Gamification Industry Chaos Map 2022". The process of the publication will be introduced here. In addition, we will discuss what is necessary for the future development of the gamification industry.
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  • Necessary Factors for the Future Expansion of the Gamification Industry Market
    Tomohiro Katayama, Hidenori Wakabayashi, Makoto Goto, Yoshihiro Kishim ...
    Article type: Conference Paper
    Session ID: Pl-2
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The importance of gamification has been reaffirmed as DX and customer experience have become more important in domestic and international business. However, since gamification is a relatively new concept that emerged around 2010, the overall market picture, including its novelty, had not been systematically organized. To address this issue, SEGA XD CO., LTD. formed the Gamification Industry Landscape Editorial Committee by inviting several experts from the industry. From January to July 2022, we conducted market analysis and discussions several times and selected 206 domestic gamification companies, which were classified into 13 categories. This report introduces the market research process and the analysis results for the "Gamification Industry Landscape 2022". In addition, we discuss the characteristics of the gamification market and the factors necessary for the future development of this industry.
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Interactive session
  • Maria KURODA, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, Hirokazu YASUHAR ...
    Article type: Conference Paper
    Session ID: In-1
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Speech recognition technology is developing due to the improvement of recording technology and the advent of deep learning technology. In the game, various works using voice recognition have been released, starting with the family computer that appeared in the 1980s.In this research, we have developed a system that changes the reaction and response of NPCs by inferring emotions from the acoustic information spoken by the player. For emotion analysis, we used “UserLocal”, which is a voice recognition sentiment analysis web API, and implemented it using the game engine Unity.
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  • ZongQi YU, Yoshihisa KANEMATSU, Hirokazu YASUHARA, Koji MIKAMI
    Article type: Conference Paper
    Session ID: In-2
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With the evolution of development technology and game hardware, fighting games are becoming more realistic. On the other hand, ensuring playability as well as pursuing realism has become an important issue. In this research, in order to achieve both reality and playability, we have developed two fighting games, a fighting game that implements a site injury system due to damage and a conventional fighting game. As a result of the evaluation, the game with the proposed system was evaluated better than the conventional game in terms of fun and reality.
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  • Mahiro KATAYAMA, Takashi IMAGIRE, Masanobu ENDO
    Article type: Conference Paper
    Session ID: In-3
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Games have riddle-solving elements. We conducted a qualitative questionnaire to analyze how players feel about the riddle-solving element. As a result, we found the following three factors. First, they engaged in the game and try to solve the riddle when they started. Next, if they cannot solve a riddle for a long time, they felt they were not good solver. Last, the riddle lover tends become the Flow zone, since the task feel appropriated their skill level.
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  • Kazuki MATSUMOTO, Takashi IMAGIRE, Masanobu ENDO
    Article type: Conference Paper
    Session ID: In-4
    Published: 2022
    Released on J-STAGE: February 24, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There are two types of game billing systems: those in which payment is closer to winning and those in which no winning is involved. They are called P2W: Pay to Win and P2F: Pay to Fun. It is not clear what users think of these and how they pay for them. We conducted a qualitative study on what users perceive as P2W and P2F billing. As the results, that they are motivated by "efficiency," "eliminating difficulties," and "pride maintenance" for P2W and "efficiency," "special to me," "project support," and "collection" for P2F respectively.
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