Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
Current issue
Displaying 1-50 of 54 articles from this issue
Front matter
Keynote
Game Development (session 1)
  • Yuki Kukimoto, Masaki Abe, Taich Watanabe
    Pages 17-20
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, there are many game genres called open world racing games. In this game genre, it is a racing game with the feature that you can explore a vast map and race and time attack in various places. In this game genre, there are general vehicles that run according to the traffic rules in the game. The traffic flow formed by general vehicles is different from the traffic flow formed by automobiles in the real world, and there is no difference in traffic flow between developed cities and rural towns. There is a problem that the traffic flow does not change according to the change of the map environment, so it cannot play a role as a part of the landscape. Also, by assuming multiplayer, it is difficult to make adjustments by simply adding or deleting general vehicles because there are multiple players’ fields of vision. Therefore, In this research, we aim to propose a traffic flow adjustment method for general vehicles considering the visibility of multiple players.
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  • Takeya HIRAKAWA, Masaki ABE, Taichi WATANABE
    Pages 21-24
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    A route graph is used for route search in the game field, but the more routes there are, the longer the calculation time. For this reason, a method of obtaining the degree of importance, which serves as an index for reducing routes, has been proposed. However, when route graphs are generated in real time, it is important to shorten the calculation time of the route importance calculation method. In this research, we proposed and verified a method to quickly calculate the importance of a route from the length of the shortest route between vertices around the deleted route. When the proposed method is applied to multiple route graphs, it is possible to shorten the computation time and obtain the degree of importance close to that of the previous method for some route graphs.
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  • Satoshi FUTAKUCHI, Miyuki AJIKI
    Pages 25-28
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study developed a game tutorial learning course that can be used for education and work, with the aim of spreading the fun and effectiveness of games to the non-gaming layer. The course is designed to help students apply the characteristics of game tutorials, such as "how to convey the purpose of a game in an easy-to-understand way" and "how to attract users," to their daily education and work.
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Game Development (session 2)
  • Toyohisa NAKADA, Motoki MIURA
    Pages 29-34
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we analyzed the features for judging whether a player understands the program he/she is typing based on keystroke information such as typed keys and their times in a program typing game. The results showed that (1) the average typing speed during a typing game can be used to separate the understanding from the non-understanding with about 70% accuracy, (2) a machine learning model using the relative interval time normalized from 0 to 1 for each individual can be used to classify with about 80% accuracy, and (3) the features that machine learning discovered were that people who understand the program type line breaks relatively slower than other keys. We further analyzed whether these characteristics appeared as understanding of the program increased, or whether they were inherent characteristics of the user, and found that they appeared from the beginning of the program class. We can infer that some kind of programming background influences the keystrokes.
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  • Feng GAO, Masaki Abe, Taichi WATANABE
    Pages 35-38
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Real-time rendering of human skin is difficult because of the huge computational effort required to simulate the sub-surface scattering phenomena that occur inside the object. In order to increase rendering efficiency, many games ignore the transmitted light effect of the skin. Based on the Pre-Integrated Skin Shading method, the angle between the light and the normal and the skin thickness are used as parameters, and the transmitted light effect from the depth map-based Pre-Integrated can be saved in an LUT to read the color values in a look-up table and used as transmitted luminance in the lighting calculation. This improves the calculation speed.
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  • Yitong CHEN, Masaki ABE, Taichi WATANABE
    Pages 39-41
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Game developers are focusing their efforts on developing environments for game worlds to provide users with a high degree of realism. However, creating high-quality models necessitates the production of equally high-quality textures, which can be cost-intensive and laborious. In response to this challenge, we propose a method for automatically generating high-quality 3D model textures using deep learning in this study.
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  • Masaki YOKOYAMA, Motonobu KAWASHIMA
    Pages 42-47
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Body regeneration, the ability to rapidly heal themselves from an injury, is commonly depicted in video game contents. However, the visual expression of this phenomenon lacks in terms of mesh deformations due to the technical limitations inherent in the video game contents. We present a new method for a body regeneration effect utilizing pre- computed morph target shapes that can dynamically be connected at run time to define the shape of the injury. By changing the connectivity of deformation shapes at the runtime, our method can depict an injury and its regeneration with topological alterations, from an arbitrary body location.
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Game and Culture (session 3)
  • - From Interviews with Chinese Female Gamers -
    Jia ZHANG
    Pages 48-53
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study explores the issue of misogyny in digital gaming culture through interviews with Chinese female gamers. It shows that for female gamers, gaming culture is exclusive and male-dominated. It became clear that there is a contradiction between the identities of being a woman and a gamer. Furthermore, although female gamers have taken various strategies to combat misogyny in gaming culture, their strategies are limited in overturning the underlying structure of discrimination.
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  • - A Case Study of Organizing and Exhibiting Materials at the Ritsumeikan Center for Game Studies -
    Hitomi MOHRI
    Pages 54-59
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper introduces the practical efforts of the Ritsumeikan Center for Game Studies (RCGS) in the field of video game archive research, focusing on the "organization" and "utilization" of video game materials and discusses future challenges and prospects. Regarding the organization, the cataloging in RCGS and the implementation of magazine table of contents and thumbnails in the RCGS Collection, a database of collections, are introduced. Regarding the utilization, examples of lending materials for exhibitions and research use are introduced. As future issues, I mentioned the study of the lending of materials (library management, etc.) and the establishment of a system for educational use.
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  • YI GENG
    Pages 60-63
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, the influence of Chinese smartphone games in Japan has been growing, attracting an increasing number of players. However, these smartphone games all share a common characteristic: the incorporation of Japanese elements. This is quite astonishing for China, which prides itself as a cultural powerhouse. Based on an analysis of several popular Chinese games in the Japanese market, such as "Onmyoji," "Genshin Impact," "Identity V," and "Honkai: Star Rail," this study aims to explore the underlying Japanese elements within them, analyze the reasons behind this approach by Chinese game developers, and examine its impact.
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Game Play (session 4)
Game and Society (session 5)
  • - Identifying Crackdown Targets and Unravelling Double Standard -
    Junqing Zhang
    Pages 81-83
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation highlights the inadequate enforcement of online gambling regulations in China's esports industry. Despite established guidelines, there is a lack of criminal or administrative penalties for online gambling related to esports, as demonstrated through three examples: esports teams accepting sponsorships from gambling companies, no punishment for players involved in match-fixing, and failure to prosecute an esports tycoon running a gambling house. The article suggests that cultural reframing strategies and the significant impact of esports on China's politics and economy might contribute to this lack of enforcement. Implications of unregulated online gambling in the Chinese esports industry are underscored.
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  • Takuya TAKEDA
    Pages 84-89
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This presentation examines how e-sports, which is currently the focus of much attention, has taken shape over the years, comparing it to gaming competitions prior to the 2000's.This is because, in researching game magazines and other media at the time, it became clear that the structure, rules, and format of e-sports tournaments and matches were similar to those of fighting game tournaments using facilities such as the Kokugikan and Makuhari Messe.In addition to the large-scale video game competitions mentioned above, small-scale video game events were held in video game arcades and game stores at the time, and the applicant believes that some of the elements of these events were also incorporated into e-sports. However, looking through the previous studies related to e-sports, we do not see many studies that focus on the transition from video game competitions to e-sports, but rather studies that refer to the economic effects of e-sports, legal issues, and so on.Therefore, I believe that conducting a historical transition of video game competitions and e-sports in Japan from the perspective of media studies and cultural history research is very significant due to its rarity. In my presentation, I will mention the differences and common problems, referring to materials of game magazines and industry journals at the time as necessary, and mention what lessons need to be learned from the past cases for the development of e-sports.
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  • Nobushige KOBAYASHI
    Pages 90-94
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study focuses on Yuji Horii, known as the creator of computer games such as the "Dragon Quest" series and the "Itadaki Street" series. Based on the collection and analysis of newspaper and magazine articles and other materials, this study examines the roles played in his creative activities by various social contexts (reciprocal relationships among university manga graduates, mass media in Tokyo, and consumerization) during his freelance writing period (1978-1988) from his graduation from university to becoming a well-known game designer.
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  • - How has learning been discussed in relation to play-games? -
    Akito INOUE
    Pages 95-98
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The nexus between game-play and learning, as well as adaptation, has been a recurrent theme in scholarly discourses. This relationship is not solely a product of contemporary discourses but can be traced back to antiquity. Beginning with Plato's seminal work, "The Laws," progressing to Grose's theory of preparation, the theory of optimal arousal , theories of motivation, principles of developmental psychology, and the chunking hypothesis, the conceptualization of play-game theory has evolved in tandem with various tenets of cognitive science and psychological learning theories. This paper tries to provide a succinct overview and categorization of salient theories and arguments chronicling the trajectory of this discourse, from its ancient inception to contemporary debates.
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eSports (session6)
Game Development (session7)
  • Luwen SU, Misaki ABE, Taichi WATANABE
    Pages 120-123
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We propose a one-way coupling framework between the water surface and rigid to simulate a does not exist phenomenon in which the energy wave passes through the surface of the water and causes ripples. In this framework, the aim of this specific model, compared to the general simulation method, is to combine rendering technical like ray tracing and space clipping to decrease the computational load. We also offer user- defined parameters to model interactions between the energy wave and the water surface.
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  • Ryota AKAI, Ayaka YOSHINO, Harunobu NAKAMURA, Yoshimitsu OKITA
    Pages 124-127
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Current input interfaces for games are designed mainly for able-bodied people, and the needs of physically challenged people are not fully considered. In this study, we attempted to develop a new input interface using respiration which is a natural action for everyone. However, conventional methods of measuring respiration are less comfortable and not suitable for prolonged use. Therefore, we created a command input to the game based on respiration estimated from the electrocardiogram (ECG). The results suggest that the respiration estimated from the ECG might be used as an input to the game.
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  • Mitsuhiro OGAWA, Masaya KOBAYASHI
    Pages 128-130
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Cataract treatments often involve replacing the lens with an intraocular lens. In particular, multifocal intraocular lenses, which offer multiple points of focus, can potentially improve patients' quality of life. However, patients with multifocal intraocular lenses may experience visual disturbances in low light conditions, such as at night, referred to as the halo and glare phenomena. Specifically, these include the 'halo phenomenon,' where light seems to spread around a point of light, giving the appearance of a ring-shaped haze, and the 'glare phenomenon,' where light appears to flicker or be excessively bright. These phenomena are well-known but are typically observed through the subjective vision of intraocular lens wearers, limiting objective discussions. Our research is advancing towards the reproduction of these phenomena in a virtual reality (VR) environment using post- processing in 3D computer graphics (3DCG). Ultimately, our goal is to individually customize the post-processing to match the halo and glare phenomena experienced by each intraocular lens wearer. Through this, we aim to establish an objective evaluation of the halo and glare phenomena. In this paper, as the first step of our research, we report on post-processing that can successfully reproduce the halo and glare phenomena.
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Game Play (session8)
  • Seita YAGI, Tomoki KAJINAMI
    Pages 131-135
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This paper investigates supplementary information in live commentary for spectators of First Person Shooter (FPS) matches. In FPS games, where fast-paced combat takes place in multiple locations, typical live commentary mainly focuses on the scene where the opponent is destroyed and the characters’ locations. In this paper, we extract the speech of the commentator from video footage of actual live commentary, classify it based on its content, and interview spectators to investigate supplementary information.
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  • Hikaru MURAKAMI, Akinori ITO, Koji MIKAMI
    Pages 136-141
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    As digital games become a media platform and e-Sport events become more popular, it is important for event creators and sound engineers to understand the listening experience in online entertainment spaces. In this paper, we report on the results obtained through system construction and demonstration experiments, as well as future issues, regarding a method for appropriately monitoring the acoustic space from the standpoint of an event creator by setting up a fictitious event space in the metaverse space. Assuming that a metaverse venue would be set up in the cluster using Unity, multi-channel audio input/output was realized by receiving and transmitting UDP packets using Max8. In order to achieve both the liveliness of the entire metaverse venue and to improve the intelligibility of the audio when visitors enter the booths they are interested in, we designed our own distance attenuation curve that is in line with the performance of the event, instead of using physical distance attenuation.
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  • Xiang LI, Taichi WATANABE, Masaki ABE
    Pages 142-145
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In FPS competitive game live, it is common for a cameraman to operate an in-game spectator camera to provide a match screen to spectators.However, there is a problem that it is difficult for the human eye to catch up with the fast flow of the game and switch screens appropriately. This study analyzes the factors that affect players’ shooting behavior and proposes a method to automatically switch between cameras in order to improve the spectator’s watching experience.
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Gamification and Serious Game (session9)
  • Yuki Shirato, Hiroshi Matsuda, Megumi Aibara
    Pages 146-149
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Digital learning materials such as iterative learning have a high drop-out rate contrary to demand and lack support for the maintaining motivation of beginning students. The purpose of this study is to develop a serious game for learning that solves this problem. We created an algorithm for learning serious games that adjusts the difficulty level of the learning task for each learner based on flow theory. In this paper, we implement the proposed algorithm on Excel and describe its effectiveness based on the results obtained from 20 users.
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  • - A Case Study of Poker Rally on Smartphones -
    Hideki KANO, Yoshiro AZUMA, Sakura ARAKI
    Pages 150-153
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Educational gamification has become increasingly popular in recent years. Its goal is to change people's thinking and behavior in a variety of areas, including health, work, and media. On the other hand, gamification to actually promote behavioral change in response to social issues (hereafter referred to as " gamification for addressing social issues ") also exists but is said to be under-researched. The aim of this study is to identify the requirements for implementing for social implementation of gamification for addressing social issues. Through the development and experimentation of "Poker Rally on Smartphones," it was discovered that it is not necessary to create a game from scratch, as utilizing existing game rules alone can still lead to expected behavioral changes.
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  • Daisuke FUJIKAWA
    Pages 154-159
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study, recognizing the game-based structures present in school education, models a 'multi-game structure' in which multiple games are simultaneously being played within the school, and examines its application to specific matters. In the context of preceding research related to the multi-game structure, I reviewed discussions in evolutionary game theory, works by Carse, Suits, Noya, and debates in anthropology. I then illustrated the general form of the multi-game structure, where games with unlimited time and space progress, and games with limited time and space intermittently proceed. Within these games, there may be incompatible elements, or what appears to be the same game may in fact be different games. I discussed instances where the multi-game structure in school education can become problematic. I also discussed cases where different games are played between teachers and students, and incompatible games are played concurrently among teachers. Keyword game-based structure, multi-game structure, finite/infinite game, multiple game situation
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Panel session 1
  • - Insights from the Case of the Japan Game Museum -
    Chitoko KOIDE, Toshifumi NAKABAYASHI, Yuichi HANZAWA
    Pages 161-163
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, museums and art galleries have increasingly held exhibitions focused on games. In these exhibitions, alongside original materials such as game software packages and media, there is often a display of playable gaming consoles to allow visitors to experience the games firsthand. However, playable exhibits come with the risk of wear and operational malfunctions due to user interaction. To maintain operability, repairs and maintenance may be necessary as needed. To ensure the transfer of game-related materials to the next generation, what preservation methods are essential, and what challenges lie ahead? In this session, the presenters will discuss the current state of game material preservation they have researched, share case studies from overseas game-specialized museums and the JAPAN GAME MUSEUM, and foster a discussion on these topics.
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  • - Focus on the fact they are mass-produced industrial products -
    Toshifumi NAKABAYASHI
    Pages 164-168
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Amusement game machines function as an integrated whole, with the chassis design, controller, and software. Importance of archiving them is increasing but maintenance methods for dynamic preservation have not yet been sufficiently organized. This paper, we focus on the fact that these are mass-produced industrial products and discuss methods of conservation and restoration.
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  • - Practices and Challenges of the JAPAN GAME MUSEUM-
    Yuichi HANZAWA
    Pages 169-171
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    JAPAN GAME MUSEUM, established in 2012, is a facility museum dedicated to preserving and maintaining pinball and arcade game cabinets. Currently, it is closed for renovations, but it continues to collaborate with various retro gaming exhibition events, including the Nagoya City Museum. During this closure, the museum is focusing on preparations for reopening and performing maintenance tasks. When it comes to repairing arcade game cabinets, their emphasis is on ensuring that the cabinets can operate as closely to their original condition as possible. However, there are numerous challenges, including costs and personnel training, associated with maintaining these cabinets. Nevertheless, driven by the desire to provide enjoyment through arcade games and to preserve them for future generations, they are committed to making ongoing efforts to ensure that a diverse range of people can continue to enjoy these games.
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Panel Session 3
Interactive session
  • - Factors for Creating Communication Opportunities in Face-to-Face Play -
    Kexin DIAO, Masanobu ENDOH
    Pages 184-186
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In multiplayer gameplay, communication occurs among players. This has been exploited in game design, where games are used as a communication tool. We investigated the occurrence and changes in player communication during games. The research was conducted in an implemented cooperative game, and we observed changes in communication by making rule changes to the initial prototype. At the result, the communication became more active with the inclusion of a rule proposing consultation. And by consulting before playing, the rules were better understood, and the game flowed better. In addition, winning as expected gave a sense of achievement and they became less attached to the game.
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  • Ryusei HAYASHI, Tetsuro KITAHARA
    Pages 187-192
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Video Game Music (VGM) is one of the most critical elements of a game. Selecting appropriate VGM is required to improve the quality of the game. Creators need to consider the differences in VGM for each scene (opening, dungeon, etc.). However, it is difficult for creators with limited resources to prepare as much appropriate VGM as necessary. Therefore, this paper proposes a system that retrieves appropriate VGM based on the game scenes created by creators and the games they referred to when creating their games. This paper first describes the system we have proposed in the past. This system retrieves VGM by predicting the audio features of the VGM from the video images of the game created by the creators. Next, we describe the problems of the previous system. Finally, we describe the newly proposed system. This system retrieves VGM by adapting the VGM of a game that the creators referred to when creating it to another scene.
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  • Yuka Yamaki
    Pages 193-198
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This study focused on the Dualistic Model of Passion to examine the causal mechanisms of video games and well-being. We specifically examined the role of the intensity of passion for games as a possible mediator in this relationship. As a result, harmonic passion, obsessive passion, and time spent playing video games were not statistically significant mediating effects as mediating variables. These findings highlight the complex and subtle nature of mediation relationships and underscore the need for further investigation and model refinement to uncover potential mechanisms driving the observed effects.
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  • - An Initial Study Using a Custom Game -
    Yuya Maki, Takashi Nakamura
    Pages 199-201
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The video game live streaming market has been experiencing rapid growth, while the playtime on gaming consoles and mobile games has been decreasing. This trend suggests an increase in the audience that prefers watching gameplay videos rather than playing video games themselves. In this study, we aim to investigate the differences in memory retention of game content between individuals who actively play a game and those who passively watch a gameplay video. To achieve this, we have developed a unique game for the experiment. A memory test relating to the game content is administered to two groups of participants - those who played the game and those who observed the gameplay video. The test takes place after each respective interaction with the game content. While this research is ongoing, we will present both the prototype of our experimental game and the process by which we have formulated the memory testing method.
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  • Ayane HASEGAWA, Shinya SAITO
    Pages 202-206
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Video games are one of the entertainments that contribute to improving quality of life. However, video games are difficult for people with visual impairments to play because most of the information comes only through sight. We have analyzed the difficulty of playing video games and considered the importance of audio feedback. As a result, we found that it is necessary to consider the design of "Player's selection on the menu screen" and "Player's movement in a 3D space to get around" in order to improve the quality of information accessibility. In this research presentation, we will demonstrate a prototype of a video game that was created from these two standpoints.
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  • Fumie WATANABE, Yoshitaka MITATE, Kenji ONO, Daisuke FUJIKAWA
    Pages 207-209
    Published: 2023
    Released on J-STAGE: October 28, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, DX (Digital Transformation) has been advancing rapidly, such as AI (Artificial Intelligence), VR (Virtual Reality), and IoT (Internet of Things). In such a modern society, there is a need for otaku people who are noted for "creating new value through creative expression" and "actively sending information to the community." This study focused on the "otaku power" possessed by such otaku people and examined the factors and structure of otaku power in academic situations. It was conducted that a questionnaire survey of students at two universities in the Tokyo metropolitan area. As a result, more respondents had a higher degree of otaku than a lower. There were more respondents with low otaku power than those with high. Regarding the use of otaku power in academic studies, respondents were more likely to answer questions about "ability to concentrate" and "knowledge gained from hobbies."
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