The “Settoku Nattoku Game” (SNG; Sugiura, 2003) was used to investigate differential approaches to interacting with others selected by people with high (HSE) and low self-esteem (LSE). University freshmen (n=22) participated in the SNG game twice. The dependent variables, chosen according to the requirements of the game included, (1) the number of close and non-close interaction partners selected by the persuader, (2) negotiation time when selecting partners for interaction, and (3) the ratio of repeatedly selecting the identical interaction partners. Results indicated that LSE people, in comparison to HSE people, tended to more often (1’) select close others as interaction partners, (2’) spend more time in negotiations, and (3’) repeatedly select the identical people as interaction partners. On the basis of these results, we have concluded that HSE and LSE people may take different approaches when interacting with others. We have also discussed the methodological efficacy of SNG.
A longitudinal study was conducted to 441 elementary school children and their parents in Japan, and this study found that restrictive parental mediation on the amount of exposure to video games was negatively related to later aggression even after controlling for earlier aggression and the amount of exposure to video game violence among boys. Although this study did not find other effects of parental mediation on video games, this study also revealed that restrictive parental mediation on both the amount and contents (e.g., violent scenes) of TV programs was negatively related to later aggression even after controlling for earlier aggression and the amount of exposure to TV violence.
We developed “Saiban-in Saiban game for high school student”, which is based “Saiban-in game (Arakawa, 2009)”, for go through deliberation process in Saiban-in Saiban (Japanese mixed jury system). To examine the effects of the game, thirty-six high school students participated in the simulation. The result of paper questionnaire before and after the gaming showed that they change their image about Saiban-in Seido and build confident to participate in deliberation in Saiban-in Seido. These showed usefulness of the game, and it suggests availability for law-related education on high-school level.
Ethical issues will be debated on for the research and practice of gaming simulation. This paper is to criticize previous discussions on ethical issues by pointing out what lies at the heart of these issues. The ethics of gaming simulations would then become more understandable.The first thing to define is what a gaming player is: this paper introduces a definition of homo-sapiens player. Gaming players in the contemporary society are defined as lifelong learners. These definitions would be opposed to those of medical and psychological communities’ concept of player as human subjects. The relationship among gaming players，researchers and practitioners should be that of mutual respect as equals in the field of gaming. Prior to debate on the issues，these definitions must be shared as principles in our community.