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Junichi IKEMOTO, Keisuke YONEKURA, Maria SAITO, Chihiro SUZUKI
Pages
240-243
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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Recently, vacant houses have been increasing all over the country. It is difficult to sell or utilize vacant houses
filled with large amounts of household goods and personal effects. Due to their significant deterioration and unsanitary
conditions, such vacant houses are more likely to be designated as “Specified Vacant Houses”, which are subject to
administrative guidance or enforcement action by local authorities. Therefore, it is important to encourage citizens to clean
up and dispose of unnecessary items before their homes become vacant. As part of a joint study with Fukushima prefecture
Kitakata City, this study developed three serious games—a simulation game, an action game, and an electro-mechanical
game— to be useful for awareness activities for the prevention of vacant houses. They were designed as games that could be
quickly and easily enjoyed at local events. Additionally, by developing versions for adults, children, and seniors, they became
effective tools for our awareness activities across all age groups.
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Zhi LI, Takashi NAKAMURA
Pages
244-247
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This study examines the factors that influence player selection tendencies of companion characters in video
games. Using an experimental approach with university students as participants, we recorded the selection behaviors of both
protagonist and companion characters through a custom-developed experimental game. The reasons for character selection
were collected through questionnaires administered during the experiment. By combining the obtained in-game behavioral
data and questionnaire results, we conducted both quantitative and qualitative analyses.
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- A Quasi-Experimental Approach -
Mitsuki HORIE, Ren SHIMOKAWARA, Taro SHIRAI, Yuki TANIMOTO, Takaaki MI ...
Pages
248-251
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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International sporting events are widely reported when good results are achieved under the auspices of
government and business support, pointing to an increase in the sporting population. However, empirical studies of this causal
relationship are limited. This study quantitatively examines the effect of national team performance on the playing population
for e-sports. We use the difference-in-differences method, which takes advantage of the unpredictability of athletes'
performance as a quasi-experiment and exploits differences in the playing population between countries that performed well
and those that did not. We used data from Google Trends as a proxy measure of playing population. The analysis revealed
that a national team win increased the player population by approximately 10%, but the effect disappeared after 20 days. This
study contributes to the policy, research, and business communities as a rare empirical finding on sports populations.
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- Exploring the Role of Occupational Therapist through the Case of Cloud Strife from FFVII -
Kazuya Ito, Rui Kanno
Pages
252-257
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This study proposes a framework for analyzing game characters using the International Classification of
Functioning, Disability and Health (ICF), developed by the WHO. Using Cloud Strife from Final Fantasy VII as a case study,
the framework visualizes his body functions, activities, participation, and environmental factors. This enables an evaluation
of the character’s realism of life functions and internal consistency. Furthermore, a prototype is introduced that links ICF
scores to game parameters, demonstrating the potential role of occupational therapists (OT) in character creation.
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The Creation of a Fortnite Island Using Metaverse Gifu Castle as a Play Space
Kenichi Takahashi
Pages
258-259
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This session introduces the development of a game set in Metaverse Gifu Castle, a project commissioned by
Gifu City. This game development was a collaborative effort between NHK Art, Inc., International Professional University
of Technology in Tokyo, and Japan Electronics College. The game is a stealth game staged on the recreated mountaintop area
of Gifu Castle as a Fortnite island. We used Unreal Editor for Fortnite to create various elements, including traps that obstruct
the player's path and NPC samurai acting as guards.
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Fumiro NAKANO, Hyuga SUZUKI, Yoshiki SORIMACHI, Ryota IZUMI, Kenta GOT ...
Pages
260-263
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This study reports on the development of a sugoroku-style digital game designed to deepen students’ understanding
of university life and promote natural interaction among new students. The game is played simultaneously by six teams per
class and consists of a main sugoroku game themed around university life, as well as several mini-games that can be enjoyed
with simple one-button controls. The main game is designed to allow players to learn about university life while playing, and
the mini-games incorporate mechanisms that encourage interaction through cooperation and competition between teams. The
development was led by students, with an emphasis on balancing gameplay enjoyment and effectiveness as an orientation
tool.
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- Based on Implications from the Language Education Field -
Shinya KOBAYASHI
Pages
264-267
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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In recent years, gamification has come to be positioned as a method for increasing learner engagement.
Engagement, an educational psychological concept, has been attracting increasing attention in recent years in the field of
language education, where the author is based. The means of stimulating and maintaining task engagement in this field
overlap in many aspects with what has been discussed in the field of gamification. This research focuses on this point and
discusses the development of a template to support the design of gamification to increase learner engagement by matching
the two.
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Kenji ONO, Keita MIZUKAMI, Satoshi KODAMA, Tomoya MACHIDE
Pages
268-271
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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In this presentation, we will share our practical experience using vibe coding in digital game production and
discuss its potential in game developer education. Analog games are often used in this field of study. This is because the
causal relationship between rule modifications and changes in experience can be quickly observed. However, physical
constraints such as the number of participants and the environment cannot be avoided when implementing analog games.
Game creation using vibe coding has the potential to address these analog game-specific challenges.
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Akito INOUE
Pages
272-275
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This paper connects “interactivity,” a foundational concept in video game studies, with the notion of “circularity”
found in pre–video game theories of play, and clarifies their similarities and differences. It positions the play theories of
Buytendijk, Gadamer, and others as “theories of circularity,” and compares them with contemporary definitions of
“interactivity” proposed by Smuts, Lopez, and others. On this basis, it identifies as shared elements reciprocal action, the
coexistence of controllability and uncontrollability, and dynamically emergent structures. At the same time, it demonstrates
the differences between debates on interactivity that seek to delimit what is distinctive about video games and a circular
theory of play oriented toward philosophical applications.
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Application to Character Control Interfaces
Shoichi HADA, Tsutomu Horikoshi
Pages
276-279
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This study proposes a method of repurposing children's craftworks—originally made from household waste
materials—as physical game controllers for digital games. By doing so, it aims to both promote environmental awareness
and enhance children's sense of immersion in gameplay. In recent years, arts and crafts in elementary education have
increasingly emphasized the use of household waste, in line with rising environmental concerns. However, many of these
crafts are discarded after completion, limiting their educational impact. To address this, our method gives these creations a
second life as interactive devices. We also examine the effectiveness of this approach in fostering deeper engagement with
environmental issues and game-based learning.
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Kenichi SAKAGUCHI
Pages
280-283
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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We have independently developed THINKBASE, an RPG-style case study teaching material that allows users
to simulate real-world business management scenarios, such as operating a sporting goods store or engaging in sixth-sector
industrialization. This tool has been used in direct instruction at several commercial high schools, where it has helped students
cultivate logical thinking and presentation skills, leading to awards in various business plan competitions and admissions to
local national universities. More recently, the program has been expanded to serve as a corporate training tool for young
employees. In this report, we present the outcomes of these initiatives and discuss future challenges, including the
development of Gen Z talent and the integration of generative AI.
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Tomoyuki SAITO, Satoru MORIKAWA
Pages
284-287
Published: 2025
Released on J-STAGE: October 20, 2025
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This paper presents a case study of “Iwanazo,” an annual interactive mystery-solving game held in Iwamizawa
City, Hokkaido, designed to promote regional revitalization through playful engagement with the local shopping district. To
address technical and design challenges in delivering game hints and answer input, the project employed no-code web
development tools, enabling rapid and cost-effective deployment without programming expertise. A key pedagogical feature
was the guardian-mediated hint system, which allowed adults to access web-based hints and support children at their
discretion, thereby fostering collaborative learning while preserving the children's sense of achievement. The project also
implemented an industry-academia collaboration model, engaging university students in puzzle and illustration creation,
which contributed to high-quality content under budgetary constraints. Comparative analysis with other mystery game
projects demonstrates that no-code tools can lower technical barriers and support sustainable, community-driven game design.
This initiative offers practical insights into the educational, social, and technical affordances of no-code platforms in regional
game-based learning contexts.
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Toshifumi NAKABAYASHI
Pages
288-289
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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The presentation will focus on a prototype system called “R.B.G.,” which combines the National Art Research
Center's “Media Arts Database Dataset” and The Wikimedia Foundation, Inc.'s “Wikidata” to visualize the relationships
among 1,326 works by 617 creators and allows users to shift their viewpoints using hand gestures to grasp the relationship
between the works.
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Takaaki KATO, Misaki FUJINO, Haruku MURAKAMI, Yuzu HOSHIKAWA, Tomoya M ...
Pages
290-291
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This study adopted “Powerful Pro Baseball” as a baseball eSports and compared visual search strategies during
play, primarily through eye movements measurements, among participants with varying levels of expertise: beginners,
baseball athletes, and professional eSports athletes. Specifically, based on various eye movements metrics, we verified batting
performance and other factors, and significant differences were observed between participant groups and between trials. In
particular, it was suggested that baseball experts and professional eSports athletes may employ unique strategies.
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Satoru MORIKAWA, Tomoyuki SAITO
Pages
292-296
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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I developed a prototype of an escape game that incorporates ICT knowledge acquired through lectures.
Players use both intuition and ICT skills to search for keys and escape from an actual locked classroom within a set time
limit.The game is designed to help players review ICT concepts in an enjoyable and interactive way.
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Haotian XIAO, Wataru KURIHARA, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, ...
Pages
297-302
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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In the early design stage of game development, it is often challenging to conduct task analysis for new game
designs that address diverse player needs, making it difficult to visualize potential design flaws or imbalances in the
experience structure. To address these challenges, this study proposes an LLM-driven analysis tool capable of analyzing new
game designs that respond to diverse player needs. The tool uses GPT-4o to parse natural language descriptions provided by
designers, automatically extracting the game flow and associated mechanics. Based on this, it constructs a task tree following
the principles of Hierarchical Task Analysis (HTA) and derives a Gameplay Loop from its branch structure. Furthermore, it
applies multiple experience tags—defined by the MDA framework and PXI—to each task node, and visualizes tag
distribution and potential structural issues. This enables designers to grasp the overall structure of their game and identify
latent problems without requiring a complete prototype.
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Changrong LI, Wataru KURIHARA, Yoshihisa KANEMATSU, Suguru MATSUYOSHI, ...
Pages
303-306
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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This study provides a detailed analysis of storytelling in role-playing games (RPGs). By taking into account
the player's play order (Play Time), it visualizes the structure of the RPG narrative as well as the narrative structure actually
experienced by the player. This approach enables an evaluation of the balance between the game’s inherent story and the
player's unique experience.
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Hyuugo Mukai, Hisakazu Hada
Pages
307-310
Published: 2025
Released on J-STAGE: October 20, 2025
CONFERENCE PROCEEDINGS
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we examined preservation methods in digital archives with the aim of visually conveying the atmosphere
and contents of games. Existing digital archive data does not sufficiently convey the essence of the game. To solve
this problem, we hypothesized that preservation of gameplay footage can more effectively convey the game-playing
experience, and investigated what elements of gameplay footage are suitable for digital archiving.
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