Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
Current issue
Displaying 1-50 of 70 articles from this issue
Front matter
Keynote
  • Masaharu HIROTA, Noriyuki SHIMODA
    Pages 9-14
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    A significant number of video game reviews can be found on online platforms, such as Steam. These reviews contain various information, including game evaluations and user experiences, which may have the potential to influence consumer purchasing behavior. In this study, we extracted 14 review perspectives, including “game system,” “bugs,” and “music”, from reviews and analyzed the differences in review perspectives for each game genre. The analysis employed a dataset comprising 178,353 Japanese reviews of 300 game titles, obtained from the Steam platform. To extract review perspectives, a large language model was employed, in conjunction with genre information defined by users. The analysis using the IQR method revealed that certain tags were identified as outliers for each review perspective, indicating a correlation between review perspectives and genres.
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  • Momokan
    Pages 15-20
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In gacha games, character appearance is considered an important factor influencing sales. This study examined whether body shape, degree of skin exposure, and specific areas of exposure of 16 limited-edition female characters from the mobile RPG Wuthering Waves contribute to iOS sales rankings and the volume of derivative fan content. The results showed no significant effect from overall visual appearance. However, an hourglass body shape was found to be associated with both metrics. This suggests that distinctive body proportions, rather than overall design, may more effectively stimulate short-term sales and creative fan activity.
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  • An Analysis of Reviews for 'AIR' and 'Summer Pockets'
    Tomoya USAMI, Nobushige KOBAYASHI
    Pages 21-26
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study was to clarify the evolution of players' evaluations of “AIR” and “Summer Pockets,” two works by the PC novel game brand Key, based on an analysis of comments on review sites. While both works were highly immersive, “Summer Pockets” was seen to have a more “new Key-ness” and a greater understanding of the “new Key-ness” and disapproval of the absence of Jun Maeda. This also revealed differences and similarities between academic and user evaluations of Key's works.
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  • A Comparative Analysis of Multilingual Reviews
    Jiaxin LI, Yuhsuke KOYAMA
    Pages 27-30
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study investigates the role of video games in cultural dissemination through a comparative analysis of multilingual (Chinese, Japanese, and English) player reviews on Steam for four culturally representative games: Black Myth: Wukong, Total War: THREE KINGDOMS, Ghost of Tsushima, and Red Dead Redemption 2. Employing co-occurrence network analysis, the research examines how players from different cultural backgrounds engage with cultural elements presented in these games. Findings reveal a significant impact of cultural proximity on player engagement, with Chinese and Japanese players demonstrating stronger connections to culturally familiar narratives. While gameplay remains a universal concern, its perceived importance and relationship with cultural elements vary across player groups. Notably, the study also highlights the power of compelling storytelling and well-developed characters to transcend cultural boundaries and resonate with a global audience.
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  • -Examining the “Fictionalization of Rules” in “GNOSIA”-
    Takahiro TSUJII
    Pages 31-36
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In conventional game studies, video games are understood as overlaps of “rules” and “fiction,” and this framework continues to function as a valid theoretical lens. Within this binary, the “fictional time,” which refers to the ti me of events in the fictional world, has been argued to be necessarily ruptured by constraints imposed by rules. Building on this premise, this study examines how the metagame qualities of “GNOSIA” bring about an alignment of “rules” and “fiction” through Britta Neitzel’s framework of “fictionalization of the rules,” employing textual and structural analysis. Through this analysis, this study clarifies the possibility that the discontinuity of “fictional time” resulting from mismatches between “rules” and “fiction” can be fictitiously transcended by the “fictionalization of the rules,” and it suggests that this transcendence is enabled by the presence of interactivity as video games.
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  • Shinya MIYAGAWA
    Pages 37-39
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, the ”Digital Skill Standards,” formulated by the Ministry of Economy, Trade and Industry (METI), and in particular the ”DX Literacy Standards,” clearly state that understanding and utilizing cloud services is a skill that all business people should master. In this study, we will examine how learning should be designed in response to this, focusing in particular on the potential of content that incorporates gamification elements (play, challenge, and dialogue). Furthermore, we will theoretically establish the relationship between learners' personality characteristics (BIG5) and learning elements, and discuss how individuality and continuity can be reflected in future learning design.
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  • Kanato Beppu, Makio ISHIHARA
    Pages 40-43
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In gamification, users are classified into one of 6 user types and the effectiveness of gamification increases by designing it according to the user type. On the other hand, there are a few cases of discussion on gamification designs based on an assumption that users may fall into multiple user types. In this study, the authors conduct an experiment using a programming learning application with gamification for five participants and compare usage of gamification elements between user types. The results indicate the possibility of revealing a variety of trends rather than classification into a single user type.
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  • Ray ITO, Honoka UEHARA
    Pages 44-49
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The scientific theory of game design is currently inadequate, and there is a need for game design theory from multiple fields, such as engineering and psychology. To that end, a scoping review of English interview papers on game designers was conducted to organize the extant practical knowledge. Following a comprehensive search and filtration of the paper database, 51 papers were selected for analysis. Following a quantitative analysis of the distribution of interviewees' regions of residence and the size of their organizations (e.g., large or indie developers), an inductive approach was employed to classify the areas of interest in the relevant papers. Consequently, the study yielded discernible trends and biases within the research milieu, thereby offering invaluable insights into the prospective avenues for research in the domain of game design.
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  • - A New Form of Spectator Experience Connecting Sports, Games, and Industry-
    Akihiro Nakamura
    Pages 50-54
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper focuses on the mechanism of fantasy sports, a form of spectator-participation game, and examines the potential for its social implementation in Japan. First, it reviews pioneering cases overseas and outlines their relationship with legal frameworks and cultural contexts. Next, it introduces two pilot projects conducted by the author’s company, Supporters’ Crown and Stats Bingo, to highlight their significance as fan experiences that connect sports and games. Finally, it considers the potential impact of such initiatives on the Japanese sports industry.
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  • a comparative study of Japanese and Australian indie game developers
    Douglas SCHULES, Jacqueline BURGESS
    Pages 55-59
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study compares small video game developers in Australia and Japan to shed light on both industries and advance knowledge of local production contexts. Australia’s national industry is marginal, while Japan is considered a global leader in the video game industry. However, there has been limited research exploring Japan’s smaller video game developers. Semi-structured interviews were conducted with 16 Australian and 12 Japanese developers and analyzed using thematic analysis. This paper presents some initial results regarding design perspectives and approaches between the two groups of developers, and offers some rudimentary discussion of these results for future research.
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  • Mitsuhiro OGAWA
    Pages 60-62
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We conducted a literature review on serious games in the nursing domain. In our review, we carefully selected journals and search keywords, with a specific focus on extracting the nursing domain from a wide range of medical fields. We used MedLine for our literature search, as we have in previous reviews. To create the HTTPS requests for retrieving information from MedLine, we used a generative AI for prototyping. The results suggest that serious games in the nursing domain are often used for educational or awareness-raising purposes. In this presentation, we will discuss papers that appear to show strong evidence for their research findings.
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  • - Evaluation by Critical Thinking Attitude Scale -
    Keita TSUCHIYA, Nynke Diana SCHOUTEN, Ryota SUGISAKI, Kazumi SEKIGUCHI ...
    Pages 63-68
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In today’s world where it has become easy for individuals to disseminate information, we process large amounts of information, and in the process, reader’s beliefs may be influenced by the opinions of others. One reason for this mechanism is cognitive bias, a psychological concept that causes humans to make irrational judgments unconsciously. There are currently more than 100 types of cognitive bias, and it is necessary to recognize errors by these cognitive biases in our thinking and to improve our ability to detect them readily. Therefore, we developed and evaluated a serious game aiming at enhancing readiness detection abilities by recognizing the influence of cognitive biases on oneself through game experiences. In this study, we used the ARCS model, a concept related to learning motivation, and the Critical Thinking Attitude Scale, which assesses the acceptance or rejection of information for evaluation. The results confirmed that the game enhances player’s learning motivation, helps players recognize errors in their logical thinking, and fosters an attitude of seeking judgments based on a broader range of information.
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  • Daisuke Fujikawa
    Pages 69-74
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study proposes a game-theoretic model of school responses to bullying, with the aim of promoting appropriate action for social implementation. In responding to bullying, a single failure can lead to a loss of trust from the victim, making subsequent recovery efforts difficult. A victim's distress does not subside quickly but tends to ease gradually over time if no further harm occurs. This structure can be viewed as a repeated game where the school is the sole player. In this game, if the school fails in its response, a significant loss (increased distress, loss of trust) occurs, which does not recover quickly but diminishes over time if no new mistakes are made. The results of a simple simulation suggest that when a school's organizational climate is good (m=0.9), the goal achievement rate is 96.2%, whereas when the climate is poor (m=0.3), it remains at 1.6%. This indicates that the organizational climate is essential for an appropriate response. This model is intended for social implementation as a training tool for teachers and will contribute to deepening their understanding of bullying response.
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  • Shuji NAKATSUKA, Tomoya HANDA, Hirotaka ITO, Kumiko MOKUNO
    Pages 75-78
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aimed to clarify the usefulness and challenges of serious game-based amblyopia training in the field of ophthalmology, and examined serious game-based amblyopia training using the tablet-type amblyopia training device “Occlu-pad. A survey was conducted among parents of three cases: those using the Occlu-pad alone, those switching to the occlusion method (eye patching), and those using both methods. The survey evaluated motivation for treatment, sustainability, satisfaction, and stress from multiple perspectives. The results showed that the game-like nature of the training contributed to improving the motivation of patients, sustaining treatment, and reducing the burden on parents. However, boredom with the training content and constraints due to the home environment were also recognized. In the future, it is essential to optimize training tailored to individual needs, expand game content, and establish a comprehensive support system that includes parental support.
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  • Mikihiro YAMADA
    Pages 79-84
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study defines trajectory-based features in the Tactical Shooter Game Counter-Strike: Global Offensive and evaluates their effectiveness. This game is played in teams of five players. We propose trajectory features for teams. ESTA dataset is used in this study, which includes past professional match data. The defined features are time-considered centroids. Classification is performed using k-means while changing parameters. The changed parameters are the number of clusters and features. Additionally, the classification results are utilized for strategic analysis of professional teams. The results showed that high-performing teams tend to go Mid or A short routes and rarely go A site routes slowly that rely on A long.
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  • JIPAI YU, Tsukasa KIMURA, Kazumitsu SHINOHARA
    Pages 85-89
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study investigated the influence of screen temporal resolution on visual target detection. Thirty adult participants performed a dynamic target detection task, a fundamental skill in first-person shooter (FPS) games, under manipulated conditions of temporal resolution (30, 60, 120, 240, and 480 Hz) and target duration (250 and 500 ms). Participants' gaming experiences were also assessed. The results revealed that reaction times were significantly shorter in the 60 Hz and 480 Hz conditions than in the 30 Hz condition. Furthermore, for targets with a 250 ms duration, participants with low game engagement exhibited lower accuracy in the 30 Hz condition than in the other conditions. These findings suggest that high temporal resolution and users' gaming experience may facilitate the early visual cognitive processes involved in target detection.
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  • Koudai MATUO, Tomoki KAJINAMI
    Pages 90-94
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper proposes a prototype visualization interface designed to represent offensive and defensive tendencies in fighting games. A previous method visualizes offensive and defensive tendencies by independently charting characters’ forward/backward movement distances and annotating intermittent damage dealt. However, the previous method makes it difficult to grasp offensive and defensive tendencies as the match progresses. Therefore, this paper extends the previous method to visualize changes in characters’ movement distances, amount of cumulative damage dealt to the opponent character, and resource fluctuations as the match progresses.
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  • Zenzo TAGUCHI, Yoshihiro KAWANO
    Pages 95-96
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper presents a player training support system for competitive fighting games based on video -driven action analysis and visualization. Using Street Fighter 6 match videos, our pipeline detects character positions with YOLOv5 and classifies cropped temporal motion clips into move classes via a Temporal Shift Module (TSM). TSM shifts a subset of feature channels along the time axis, enabling temporal modeling at near 2D-CNN computational cost with zero additional parameters. The system exports CSV action logs with move onset times and confidence scores, supporting visual analyses of move frequency and sequence patterns. By quantifying in-match behavior without internal game logs, our approach facilitates efficient post-match review and targeted tactical improvement for players and coaches.
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  • Sena MOHRI, Tomoya HANDA
    Pages 97-100
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, concerns have been raised about the effects of prolonged digital gameplay on visual function, particularly regarding eye strain. Among various types of games, fighting action games impose a high visual load on the eyes and may significantly impact accommodation function. This study investigated whether wearing near-vision lenses during gameplay could block accommodation stimuli and reduce the effects on visual function. Participants played a fighting-style action game for one hour under two conditions: wearing near-vision lenses and not wearing them. We compared visual responses, including refractive power, accommodative power, and pupil diameter. The results indicated that, under the nonwearing condition, there was a tendency toward myopia and an increase in accommodative power. However, these changes were suppressed when participants wore the lenses. Additionally, pupil diameter exhibited miosis (constriction) during lens use, while it dilated during non-use. These findings suggest that wearing near-vision lenses may help reduce eye strain and highlight the necessity of adjusting the visual environment in digital games.
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  • -Implications for Amblyopia Treatment-
    Tomoya HANDA, Sakurako KISHIMORI, Runa TAKAHASHI, Sara NAKAMURA
    Pages 101-104
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study investigated the effects of social and auditory stimuli on brain activity during amblyopia training using near-infrared spectroscopy (NIRS). Four healthy young adults participated in a game task under three conditions: solo, group (no conversation), and group (with conversation). The oxygenated hemoglobin (oxy-Hb) dynamics in the frontal and occipital regions were compared. Significant activation was observed in the occipital region under all conditions (individual, group without conversation, and group with conversation). Still, the activation in the group with the conversation condition was approximately 1.78 times that of the individual condition. In the frontal region, significant activation was observed in both the individual and group with conversation conditions. These results suggest that incorporating social interaction and speech into amblyopia training may promote activation of the visual cortex and prefrontal cortex, potentially enhancing training effects and continuity.
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  • - Focus on customization features -
    Yosuke ARAYA
    Pages 105-106
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The customization features of gaming devices may be used to assist people with disabilities in operating computers, etc. In this study, we report on the relationship between the customization features of mice, keyboards, etc. and the features of assistive technology.
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  • Itsuki TAKAHASHI, Kenji ONO
    Pages 107-112
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study investigated the differences in the effects of anger emotions on players themselves, teammates, and opponents in FPS team battle games. Hypotheses that “anger is a loss factor” and “effects differ depending on relationships” were tested using a web survey and chi-square tests, and both hypotheses were supported. The effect size was small according to Cramer's V, suggesting that the influence is limited. On the other hand, co-occurrence network analysis of open-ended responses revealed significant differences in emotional expressions and behavioral responses depending on the relationship.
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  • - Focusing on ”Dragon Quest” and ”Final Fantasy” -
    Nobushige KOBAYASHI
    Pages 113-118
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    RPGs, which developed mainly in the U.S. in the 1970s and 1980s, became popular in Japan in the 1980s among enthusiasts through the introduction of computer magazines etc., and among children and the general public through the introduction of shonen manga magazines etc. In contrast to “Dragon Quest,” which made western RPGs (WRPGS) easy to understand and familiar, “Final Fantasy,” which aimed to return to WRPGs, was produced, and RPG culture was shared in Japan. This study reconstructs the process of appropriation of RPGs by Japanese creators, writers, editors, and players with reference to the frameworks of literary sociology and game studies, and presents a foundation for JRPG research.
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  • Takashi OBANA, Hitomi MOHRI
    Pages 119-124
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study analyzes the historical transformation of video game instruction manuals, positioning them as ”paratexts” to the game itself (the ”text”). It particularly focuses on the tutorial function, which instructs players on how to play. The research empirically examines how this function has migrated from physical, paper-based manuals into the game software, driven by technological advancements and evolving design philosophies. This analysis reframes the changing role of the instruction manual not as a mere ”decline,” but as a key functional shift in the history of game design. It argues that manuals are historical indicators that document this critical transition. By doing so, this study demonstrates the archival value of digitized instruction manuals and proposes a new analytical perspective for game studies.
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  • Based on Questionnaire Survey at Archive Access Day
    Hitomi MOHRI, Kazufumi FUKUDA, JUHYUNG Shin
    Pages 125-130
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    While research on the collection and preservation of video games have been actively explored empirical studies on actual access and use remain limited. This study examined user needs through a viewing and gameplay service for students, faculty, and staff at the Ritsumeikan Center for Game Studies. Based on insights from a preliminary survey conducted in FY2023, we hypothesized relationships between service use and three factors—the occurrence of communication, interest in retro games, and the duration of visits. In FY2024, we conducted a questionnaire survey, behavioral observations, and regression analyses. The results indicate that communication was particularly likely to occur between users and staff with extensive gaming experience. Furthermore, users knew retro games through friends or livestream videos, and they more frequently requested retro games for play than the latest titles. Campus affiliation, academic year, and prior experience with retro games were identified as significant predictors of user’s length of stay. The findings also suggest that qualitative differences in interest toward retro games influence user behavior.
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  • Ryosuke HIDAKA
    Pages 131-134
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation focuses on “chiptune,” a music culture centered on the sounds produced by built-in sound chip in game consoles. From a media studies perspective, this paper introduces key issues that arise when examining chiptune, and argues why it is significant to consider chiptune as an object of media studies. In doing so, the paper employs the framework of “Media-Technological History” to advance the discussion by incorporating insights from related fields such as STS, cultural studies, and media archaeology.
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  • Ryota YAGI, Hirokazu FUKUDA
    Pages 135-138
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, the development of agricultural digital twins—agricultural simulations in digital space based on real-world data—has been in increasing demand. To realize agricultural digital twins, it is essential to import real plants into digital space as realistic 3D models and analyze them through 3D simulations. Furthermore, it must be possible for agricultural workers to interact with the complex 3D structures of plants through user operations in a digital space. Therefore, the development of a general-purpose 3D plant simulator that handles biological information using game UI is required as a fundamental technology. In this study, a photorealistic autonomous point cloud plant model was developed by rendering realistic 3D point cloud models of plants and implementing circadian clocks at each point using Unreal Engine. Our plant 3D simulator enables complex environmental inputs and point cloud labeling via a game UI.
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  • Yushi KINOSHITA, Taichi WATANABE
    Pages 139-143
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Pathfinding is one of the most important techniques in game AI. In particular, when implementing pursuit behaviors, the position of the target character constantly changes, requiring frequent recomputation of the shortest path. Therefore, computation speed becomes a critical issue. The widely used Dijkstra’s algorithm has a major drawback in dynamic environments: it requires recalculating costs across the entire graph each time the destination changes, resulting in high computational cost. This study focuses on the slime mold algorithm, inspired by the path formation behavior of Physarum polycephalum (true slime mold), and proposes its application to dynamic pathfinding. The slime mold algorithm models the relationship between flow and pressure in a network as a system of linear equations and determines path priorities based on their solutions. In the proposed method, this system is reconstructed only when the start or goal nodes change. In all other frames, the existing structure is reused, improving the efficiency of path replanning. Experimental evaluations using multiple maps demonstrate that the proposed method enables faster path replanning than the traditional Dijkstra’s algorithm, particularly in small- to medium-sized maps.
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  • - A visualization approach using API -
    You HIRAMATSU, Yuta AKASAKA, Kyohei YAMASHITA, Kazunori SUGIURA
    Pages 144-149
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    An adequate management environment has yet to be fully established in the field of esports. This study focuses on the characteristic of esports as a sport that handles information and designs and implements a management system that automatically acquires and visualizes gameplay data and sleep data using APIs. This system established a data visualization environment that can be utilized by both players and managers. It was also suggested that the system could function as an information-gathering infrastructure capable of continuous and quantitative data collection.
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  • Class Design Based on Inquiry-Based Learning and Gamification
    Yoshihiro KISHIMOTO
    Pages 150-153
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation reports on five years of the “Seven Mysteries of Games” activity, conducted as part of classroom practice at a game-focused senior high school program. The activity is positioned as an inquiry-based learning component that accounts for roughly one quarter of an otherwise lecture-centered course, in which students formulate questions, conduct research, reflect, and present and share their findings to deepen their learning. A similar activity has also been introduced in university classes, and the presentation will highlight differences in outcomes between high school and university students due to age differences. The use of gamification in this activity fosters student autonomy, metacognition, and collaborative learning.
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  • Ayumu TAGAWA, Satoru KOGURE, Shozi YOKOHARA, Yasuto SHIRAI
    Pages 154-159
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Most research on gamification in education has focused on the development of teaching materials and apps, as well as practical research on university classes that utilize such software. However, there are only a limited number of case s where gamification has been incorporated into class design. In this paper, we conducted a gamification-based programming class for middle school students without using software other than programming tools, and verified the effects of each game design element and considered lesson design proposals. After considering the game design elements that could be introduced, we decided on the content and design of the lesson, and conducted a survey using post-lesson questionnaires and interviews. As a result, it became clear that there were mixed opinions on the introduction of progress bars, and that immediate feedback on questions had high satisfaction and effectiveness.
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  • - Towards Personalized Gamification for Encouraging Questioning -
    Hokuto HOSOKAWA, Tomonori HASHIYAMA
    Pages 160-165
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In Japan, education policy defines three competencies to foster: “knowledge and skills,” “ability to think, make judgments, and express themselves,” and “motivation to learn and humanity.” Questioning others fosters these competencies. However, students often face psychological barriers to asking questions. In this study, we apply personalized gamification to motivate students to ask questions. We use trait-driven player models to personalize gamification. In this paper, we investigate the relationship between player types and preferences for game elements to design personalized gamification strategies. As a result, we find that the 5 Player Traits Model is an appropriate player type to presenting game elements inferred from player types.
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  • Yamato OKADA, Masahiro KUJIRAI
    Pages 166-169
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We developed a device that allows a circular display to be rolled on its own, enabling users to enjoy the change in visual content as it rolls. The device is constructed with a Raspberry Pi, a custom-designed circuit board, an accelerometer, a Li-Po battery, and other components mounted on the back of the circular display. These elements are enclosed within a cylindrical, wheel-like housing produced using a 3D printer. Applications for the display can be implemented in C++ using the Siv3D framework. In this report, we introduce an application that simulates a display half-filled with water, where the water surface remains level even as the device is rolled.
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  • Youichiro MIYAKE
    Pages 170-173
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The agent architecture for character decision-making has language channels and stimulus channels. The world of the stimulus channel is a Umwelt, enabling the creation of character AI based on the Umwelt. Furthermore, such a stimulus world is also a neural circuit world, and character AI will be constructed based on neural networks. This study aims to construct the umwelt of ally characters through battles between ally characters that operate on a grid -based world using neural networks and rule-based enemy characters. Specifically, it involves equipping enemy characters with parts that serve as activity carriers in the umwelt, enabling actions such as being attracted to or attacking those parts. Through such experiments, this study demonstrates the design and implementation of character AI based on the umwelt.
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  • Ayaka SHIOJI, Motonobu KAWASHIMA, Kouji MIKAMI
    Pages 174-179
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In video games, backgrounds are usually rendered with accurate three-point perspective. However, in titles using toon shading, this three-dimensional background often exaggerates background movement and increases visual complexity compared to the toon-shaded parts, disrupting overall screen harmony. In contrast, anime backgrounds emphasize characters by using hand-drawn-like textures and colors, adjusting shading and detail density. Appropriate filming techniques matched to camera movements further enhance the expression of character motion. This study proposes a method to reproduce anime-style background rendering in 3D space based on these filming techniques. By employing anime-quality backgrounds and replicating the filming methods in 3D, the method achieves background expressions comparable to those in anime.
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  • [in Japanese], James YORK
    Pages 180-184
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The use of games in education often remains limited to gamification elements such as badges, points, and leaderboards. In this study, the educational potential that goes beyond this superficial approach is structured into seven layers as an ”iceberg model.” From surface-level gamification to actual gameplay, discussion about games, critical game analysis, pedagogical integration, game creation, and finally the deepest layer of transformative experiences, each layer progressively promotes deeper learning. Especially in the deeper layers, through intentional educational design by teachers, game experiences lead to the development of learners’ critical thinking skills and social participation. The model positions games not merely as tools but as cultural texts that foster critical thinking and social engagement.
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  • Hironori SAKAI, Toru FUJIMOTO
    Pages 185-188
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study aimed to examine the effects of a dice game themed around loss in life on players. The intervention effects were measured using the “Self-growth feeling resulting scale” and the “Satisfaction With Life Scale (SWLS)” among 55 participants (27 males, 28 females) who participated in a game experience workshop. The results showed that the scores for self-growth resulting from loss experiences and life satisfaction were significantly increased among players who experienced the dice game. These findings suggest that the dice game “Dice of Destiny” has the potential to enhance players' self-growth and life satisfaction.
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  • HAJIME KURANE
    Pages 189-194
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Players sometimes determine the actions of their player-character (PC) by imagining motivations that would lead the character to behave as they might in that actual situation. This raises a question: can the motivations imagined by the player be interpreted as the PC's genuine motivations? Furthermore, would such an interpretation count as a correct interpretation of the PC? Drawing on the discussions by Shinji Matsunaga and Grant Tavinor, this paper examines whether a PC's motivations, as imagined by the player, can become part of the video game's fiction.
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Panel session 1
  • Tomohiro KIMURA, [in Japanese]
    Pages 196-199
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The journal template that has been in use since 2018 has been revised. The main change in the 2025 revision is the addition of a description of notes. Overall, minor modifications have been made to the notation, but there are no major changes from the previous version. In this session, we will hold a workshop to share key points for submitting articles and opinions from the audience, aiming to encourage greater use of the revised template as a guide for writing and submitting articles in the future.
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  • Revised version in Feb. 2025
    Taro DEGURA, Hanako DEGURA, Jiro DEGURA
    Pages 200-204
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The style of this format is compatible with both Japanese and English. Even if you write all the text in English, you can achieve a beautiful appearance by applying the same style as Japanese. For manuscripts submitted to our journal, both the Japanese and English titles and abstract are required. Regarding the prospect of the annual research meeting and the summer research meeting, it is preferable to describe both Japanese and English, but ‘‘Japanese only’’ or ‘‘English only’’ is allowed. The abstract should be written in about 200 words. If the number of words in the summary greatly exceeds 200 words, please consult with our office in advance. (So far, there are about 110 words.)
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Panel session 2
  • Yoshihiro KISHIMOTO, Makoto GOTO, Akihiro NAKAMURA
    Pages 205-211
    Published: 2025
    Released on J-STAGE: October 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this session, three speakers will provide an overview of approximately 50 years of video game history—from the dawn of arcade games to the rise of smartphone games—based on the testimonies of game developers. The history of mainstream video games is divided into seven distinct eras. For each, the speakers will reflect on the evolution of technology, gameplay experiences, characteristics of game design, and changes in monetization strategies—all from the perspective of those involved in actual development.The session also highlights the “ethical dilemmas” that emerged in each era, while exploring future outlooks and the perspectives necessary for the next generation of game developers. In the latter half, the session will open into a broader discussion involving not only the speakers but also the audience, to collectively examine the future direction of the game industry.
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Interactive session
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