Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
Current issue
Displaying 1-41 of 41 articles from this issue
Front matter
Keynote
  • Shutaro TAKAHASHI, Shun HATTORI, Wataru SUNAYAMA
    Pages 8-13
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    An AI would be able to detect bugs in a game video, i.e., frames in a play video that are more likely to have bugs, instead of human debuggers, by inputting “bug text’’ that represents in-video bugs as well as each frame of the play video and calculating the similarity of OpenAI’s CLIP between language and images. However, the existing studies for CLIPbased bug detection have a problem that they require to be input bug text manually. Therefore, this paper prototypes and validates a method to generate “bug text” as an input to CLIP along with each frame of the play video, by using object detection, WordNet, and ConceptNet, where bugs means that objects in a game video violate the laws of physics.
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  • Shengjie ZHANG, Masaki Abe, Taichi WATANABE
    Pages 14-18
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Procedural content generation is used in various places in game development, and helps to reduce the labor required in the development process. Evolutionary algorithms are being promoted as a method for automatically generating diverse dungeons. However, there is a problem that the amount of calculation required to generate enemies in the dungeon is large, and it is difficult to converge to an optimal solution. In this study, we proposed a method for automatically generating dungeons using the evolutionary algorithm and Map-Elites according to new room types and enemy distribution information specified by user input.
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  • Kazuma MURAKAMI, Naoki MORI
    Pages 19-24
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Recent advancements in AI, driven by Large Language Models (LLMs) and diffusion -based generative models have significantly enhanced the field. These models produce creative outputs comparable to human creations, expanding possibilities for automated creativity. While generative AI is used in game development, research on integrating automatic dialogue and environment generation as core game elements is limited. This study constructs a game system with dynamic scene transitions in response to user input. Specifically, we develop an adventure game that defines scene transitions and generates natural sequences in user-character dialogues for personalized dialog to create comfortable user experience, offering a co-living experience with AI agents reflecting user preferences.
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  • Ken MATSUHIRA, Shun HATTORI, Wataru SUNAYAMA
    Pages 25-30
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    With advances in CV (Computer Vision) technology, CV-based cheat tools for FPS games are becoming pervasive. CV-based cheats are more difficult to be detected than cheats that read in-game memory because they use CV to get enemy player’s positions. This paper proposes a method of applying an adversarial patch to each enemy character to avoid YOLOv5-based cheats, and validate the effects of the proposed method on rate of avoiding YOLOv5-based object detection. In addition, this paper evaluates the visibility of pasting an adversarial patch to each enemy through a questionnaire survey.
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  • Takashi OBANA, Hitomi MOHRI
    Pages 31-36
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In game archive research, there are issues related to the preservation of game works, such as the fragility of data stored on media and the deterioration and obsolescence of hardware, etc. In recent years, attention has also been paid to the preservation of ”related materials,” which refers to things other than the games themselves. In this presentation, we will take the instruction manuals that come with video game software as part of this effort, expand on previous research in this area (Ohana & Uemura 2012, etc.), present their material value, and comprehensively examine the challenges and prospects for their archival use.
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  • Kuan CHEN, Yuhsuke KOYAMA
    Pages 37-42
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, ”social games” had created a significant impact on the Japanese gaming market. Some of the titles have expanded overseas, and successful overseas expansion may help the growth of the game companies. For Japanese game developers, Taiwan’s gaming market could be a popular candidate for the “first step” of overseas expansion. This is because of several factors such as the similarities in the sub-culture (due to the number of imports of Japanese games, anime, and manga), the geography, and the size of Taiwan’s gaming market (along with its gaming population). This study will pick up and introduce some of the Japanese social games that have entered Taiwan. This study will also conduct online surveys and interviews with local social game players. By examining social games through collecting voices of local game players, this presentation will find the diversities of the flow lines of Taiwanese game players, along with the limitations and challenges of overseas game management, along with solutions to some of the limitations.
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  • - Based on total prize money and audience data-
    Yuhsuke KOYAMA
    Pages 43-46
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper presents an analysis of audience and prize money data for eSports game titles from 2017 to 2022. eSports titles' audience numbers show the so-called scale-free nature of the results, while the prize money data has an exponential shape with prize money going to the top game titles. The data of total prize money has an exponential shape, where prize money is concentrated on the top game titles. A very small number of titles take the lion's share of viewers and prize money, and the top titles maintain their position over a long period of time. This confirms that this is a market where it is difficult for newcomers to enter.
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  • Iori MATSUMOTO
    Pages 67-68
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In shogi, there is an official handicap called ”komaochi” that has been established since the Edo period. In the late Showa period, shogi gamblers began to specialize in shogi gambling, and shogi began to be used as a form of gambling, which led to the creation of a handicap unique to wagered shogi. This paper summarizes the historical background, compares the official handicap komaochi with the handicap in wagered shogi, and clarifies the differences in the perception of equality expressed by each handicap.
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  • Using Chinese Mobile
    YI GENG
    Pages 69-71
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Chinese mobile games currently wield significant influence worldwide. These mobile games not only represent Chinese culture but also portray the cultures of other countries, particularly Japanese culture. It is noteworthy that the representation of Japanese culture within these games is not an authentic depiction but rather a creation stemming from Chinese imagination—what can be termed as ”Chinese-style Japanese culture.” To elucidate this phenomenon, this paper will explore the representation of Japanese culture in Chinese mobile games, examining the causes and impacts from a multicultural critique perspective.
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  • - A case study of Genshin Impact -
    Yi SUN
    Pages 72-77
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study is based on the multimodal discourse analysis framework of the game world, examining the construction of cultural image of “Liyue” in “Genshin Impact”. “Liyue” shapes its context of culture through the setting of the world view, the cultural background of the characters, the holding of festival activities, etc. In addition, context of situation is restricted by context of culture, and the cultural image is indirectly presented through specific communication behaviors between characters. Furthermore, under the influence of the context, the content stratum and the expression stratum introduce a large number of realistic cultural elements in the two aspects of scenes and characters, and construct its cultural image through the configuration of multiple modes.
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  • Megumi AIBARA, Masakazu FURUICHI
    Pages 107-108
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    There are many ways to make companies and other organizations stronger. In the military, Mission Command (MC) is very useful. In MC, leaders give tasks to their team members, and the team members understand what the leaders want and act on their own. Usually, people learn MC through experience in the field, but we thought they could learn it better through games. So, we created a serious game that shows how MC affects battle outcomes, using famous battles from the Sengoku period. We developed this game with help from history experts.
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  • Yoshihiro KAWANO
    Pages 109-113
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Serious games are designed to address social issues and are utilized in various fields such as military and police training, medical safety education, and school and community education. In this study, a serious game jam was held with six teams comprising approximately 30 university students centered around creating digital games that effectively utilize university resources. Focusing on the concept of grit when facing challenging tasks, each student's grit level was analyzed after team building and after game completion.
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  • Mitsuhiro OGAWA
    Pages 114-119
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, there have been numerous attempts at serious games, and serious games for medical purposes are no exception. However, there have been few attempts at literature reviews, and it is difficult to say that there are sufficient systematic reviews. This study aims to investigate and examine the characteristics of medical serious games as a preliminary step for conducting a systematic review of medical serious games. As a result, there were 49 publications in 2022 and 53 in 2023 that contained both the phrase ”serious game” and the word ”medicine” in some field. While there was no concentration in the diseases, conditions, or medical fields targeted by these publications, it was found that literature in the field of medical education accounted for a certain proportion. Additionally, when using the same search keys, PubMed Central returned about 1,900 hits for publications from the past year, whereas PubMed returned about 80 hits. Furthermore, when the search keys were translated into Japanese and searched on CiNii (Citation Information by NII), the results were limited to fewer than 10 hits.
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Interactive session
  • Seiya OGAWA, Takashi NAKAMURA
    Pages 121-124
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Educational games are often engaged with an awareness of their learning objectives. This study posits that the perception of a game's purpose as either entertainment or education can influence player behavior. We developed an experimental calculation app with two distinct versions: one emphasizing entertainment and the other emphasizing educational purposes. Participants were divided into two groups, each interacting with one version of the app. The study aims to examine the differences in play behavior between these groups. This paper presents the development progress of the experimental app and the methodology employed in the experiment.
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  • Ayane Tamura, Seiya Ogawa, Takashi Nakamura
    Pages 125-129
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    A prior study was conducted to investigate the differences in memory retention of game content between individuals who played the game and those who watched a gameplay video. This study reanalyzed the experimental results. Specifically, we segmented the free description responses by stage and conducted an analysis. Additionally, we used the cued recall test results to determine significant differences using a coding test. The findings revealed that, in terms of temporally older memories, the play group exhibited significantly less memory retention compared to the watch group.
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  • - In terms of motivational change -
    Kenji ONO, Tsukasa NAKAMURA, Yuta TAKAGAKI, Tomoki DOMUKAI, Eiichi TAN ...
    Pages 130-133
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This case study is a presentation on the usefulness of home-made video games. There have been previous studies on medical serious games, in which hospitalized patients play serious games and become more positive about their treatment. On the other hand, there is a lack of previous research on the internal changes that occur when hospitalized patients develop own games. In this study, the first author, three hospitalized patients with muscular dystrophy and their occupational therapist (the second to fourth authors and the fifth author, respectively) formed a research team and jointly developed three types of games while sharing information online. The produced games were then exhibited at a community event and video recordings of the games being played were made available for reference. Finally, the co-researchers, hospitalized patients (second to fourth authors), were asked to reflect on their experiences through responses to a questionnaire. As a result, we observed an improvement in the inpatients' self-esteem through the experience of creating a game and having it played by able-bodied people.
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  • Zhi LI, Takashi NAKAMURA
    Pages 134-138
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The Japanese term ”omoshiroi” is ambiguous and multi-faceted, often used to describe various experiences, including video games. This study analyzes Twitter (X) posts containing both the keywords ”omoshiroi” and ”game” over an 11-year period from 2010 to 2020. We employed text mining techniques to investigate changes in the usage of related keywords over time. Specifically, we report the findings of our co-occurrence network analysis and other related insights.
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  • Takashi Nakamura
    Pages 139-143
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The Japanese adjective ”omoshiroi” (interesting/fun) is polysemous and is frequently used to describe the appeal of video games. Although definitions for ”omoshiroi” exist in dictionaries and from linguistic perspectives, the context and nuances in which it is used remain ambiguous. In this study, we analyze the word embeddings of ”omoshiroi” and visualize similar terms through t-SNE dimensionality reduction and clustering. The results are presented using stereoscopic visualization techniques. By analyzing the words ”omoshiroi” and ”kawaii” (cute) with this system, several hypotheses regarding the meanings of these words were discovered.
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  • Yuni SAITO, Hajime MURAI
    Pages 144-149
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Currently, there are various character development systems designed to attract player interest, but quantitative comparative analyses of their differences have not been sufficiently conducted. The purpose of this study is to elucidate the mechanisms of character development systems that keep players engaged. Specifically, we analyzed the skill acquisition trends common to three systems: skill trees, jobs, and monster development, and conducted a clustering analysis on parameter growth. It was found that by narrowing the units' areas of expertise and differentiating their roles towards the end of the game, player motivation is maintained. Additionally, the clustering analysis of parameters classified growth patterns into four categories. It was revealed that in the analyzed works, there are status improvement patterns specialized in agility, as well as patterns specialized in HP and attack, or special attack.
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  • Yoshihiro KISHIMOTO, Kaneyoshi MIWA, Kaeko ASAYAMA
    Pages 150-153
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The Japan Gamification Society has developed a prototype of a card game called ”Kami Gee-ka Card,” which incorporates ”playful thinking” to solve everyday problems in work, study, family, and personal life. The game consists of worry cards and secret cards, and is intended for use in workshops. In this session, we will present a trial play of the prototype ver. 0.0, our trial and error in its production process, and our future outlook.
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  • Fumiichi KONDO, Kazuki OCHIAI
    Pages 154-159
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    To sustain and develop the culture of Let's Plays, this study aims to organize the legal issues related to the use and creation of Streaming Guidelines. Firstly, by simply aggregating the number and items of Streaming Guidelines that are publicly available, and simultaneously analyzing trends using quantitative text analysis, the study will examine the current state of these guidelines. Next, based on this knowledge, the study will explore the legal issues associated with the use and creation of Streaming Guidelines in the context of Let's Plays. Ultimately, the study will provide a set of normative guidelines for the use and creation of Streaming Guidelines.
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  • Keisuke TAKADA
    Pages 160-162
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study examined the effects of abilities developed through collective activity experiences in the virtual world on collective activity abilities in the real world by structural equation modeling, using panel data from MMORPG players at seven time points. The results showed a significant positive effect from the ability to engage in group activities in the virtual world to the ability to engage in group activities in the real world. In other words, the study revealed some causal effects of social skills acquired in the game world on interpersonal skills in the real world.
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  • Kaito Araki, Wataru Kurihara, Yoshihisa Kanematsu, Suguru Matsuyoshi, ...
    Pages 163-167
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    To successfully play high difficulty action games, players need to be accurate and quick. In addition, repeated failures characteristic of high difficulty in the process of learning may cause players to leave the game. In this study, we propose a method for dynamically adjusting enemy actions to reduce damage without being noticed by the player, using content created for a 3D action game with a high level of difficulty. We aim to make it possible to play the game without reducing the perceived difficulty of the game.
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  • Hyuugo Mukai, Hisakazu Hada
    Pages 168-170
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study explores the preservation of gameplay footage as a method for documenting video games, which are composed of both hardware and software components. The research examines digital archiving techniques aimed at visually capturing the atmosphere and content of games. A significant issue identified is that current digital archives fail to fully convey the essence of the games. To address this, we hypothesized that gameplay footage could more effectively represent the game’s atmosphere and mechanics. We investigated the key elements of gameplay footage suitable for digital archiving and assessed how aspects such as game content and atmosphere can be accurately preserved in a digital format.
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  • Hibiki NISHIMURA, Wataru KURIHARA, Yoshihisa KANEMATSU, Suguru MATSUYO ...
    Pages 171-174
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In poker, reading facial expressions and gestures is crucial for strategic gameplay. While some poker AI research incorporates player expressions for decision-making, the expressions of both players and the AI are often overlooked. This neglect compromises the traditional aspect of mutual expression reading. In this study, we propose an AI that not only makes decisions based on player expressions but also visually conveys its emotions through facial expressions and supplementary information according to game situations. This approach aims to facilitate bidirectional strategic interactions between humans and AI in poker.
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  • Yuto INUDA
    Pages 175-177
    Published: 2024
    Released on J-STAGE: October 09, 2024
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we developed a platform for crowdsourcing games. Crowdsourcing games are games in which an unspecified and large number of people are asked to use their excess time to perform tasks necessary to solve various problems. This platform incorporates game elements such as points and progress bars to encourage users to play a variety of crowdsourcing games. Additionally, to represent a society that benefits from contributions made through gameplay, we implemented a system where the virtual society develops as players engage more with the games on the platform.
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