This study reviews the empirical research on the effects of media depictions and socially controversial cases. This review suggests that children and adolescents can be adversely affected by violence, sexual or anti-social depictions, or language or ideology-related expressions. As shown in the effect research on violent scenes of media, younger children are more likely to be affected by the media contents. Therefore, empirical evidences are found for game industry to provide rating of media contents for the protection of children and adolescents who are developing their social norms. Controversial cases include intense violence, sexual violence, use of alcohol beverages or Tobacco, discriminations against minority groups, and usages of real names such as persons, organizations or diseases. The media contents may adversely affect even adults, and these controversial issues should be carefully described even for media contents for mature audience. On the other hand, descriptions of people in diverse social groups are encouraged, and media industry should describe these social groups cautiously in multi-perspectives rather than prohibit or put a taboo on these descriptions.
An ill-defined serious game has been developed so that players enjoy creating concept by reconstructing cluster consisting of several relevant words. This paper explores an introduction of method scoring level of creativity on the developed digital game. Thanks to a digital and Web based design, the score is automatically calculated upon end of the game, instead of questionnaire manually asking for how about level of creativity. The immediate response means an advantage of digital game that is effective to motivate players to retry the game. The algorism of method scoring level of creativity is designed by focusing on how players reconstruct given clusters. Then the study on the method has been assessed through three aspects, i. e., how the score reflects players recognize meta-cognitive shift on a way of thinking, how the score varies attribute of players, and how the score reflects level of proficiency to learn intended purpose of the game. Thus this paper shows one of the scoring method on an ill-defined game that stimulates one’s creativity.
SIMPLIFIED SIMINSOC is a simplified version of SIMINSOC, which was designed by Hirose (1997). Both SIMPLIFIED SIMINSOC and SIMINSOC arc simulation games whose themes are resolving regional conflicts and addressing environmental issues. The purpose of SIMPLIFIED SIMINSOC is to promote awareness of different understandings of the multiple dimensions of reality. To achieve and confirm this purpose, the process of debriefing is crucial. This paper reports the process and results of using SIMPLIFIED SIMINSOC and discusses a method of debriefing called “Report Writing with Changing Viewpoints,” which is proposed for use with SIMINSOC.
After the general flow of SIMPLIFIED SIMINSOC is described using data of eight runs with 445 players, the study is presented. The results of three opinion polls, which were collected during the run, directly following the run, and one week after the run, were analyzed. Additionally, a debriefing method called “Report Writing with Changing Viewpoints” was conducted. This method began with the participants writing a first-person report and then interviewing players representing the opposite perspective or situation (e.g., the “rich” interviewed the “poor” and vice versa) and writing a second report from the opposite viewpoint. Finally, each participant wrote a third report from an integrated viewpoint, combining and reconciling the two perspectives. According to the results of the three opinion polls, wide perception gaps between the “rich” and the “poor” during the run were reduced after debriefing in two items; one is "the rich are responsible for problems of poverty” and the other is “the rich have a duty to contribute food”. Debriefing using the “Report Writing with Changing Viewpoints” method seemed to have a bigger effect on the “rich”than the “poor”. The limitations of the study and future research directions are discussed.
In a social dilemma situation, a social reality shared by players leads to cooperation/non-cooperation, eventually it leads to prosperity or destruction of the entire society. Emission Trading Game is developed to observe these processes. There are two types of players with different gain structures in this game and they must maximize self-interest by scale expansion, emission trading and so on. Players have to effectively reduce CO2, otherwise they must pay for a large environmental restoration at the end of game. If they can’t pay, the game ends in destruction. The eight games have been divided into destroyed and non destroyed. Compared to the non destroyed game, the amount of scale expansion and reduction was higher in the destroyed game. Furthermore, in destroyed game, players felt that to disclose their own information would create ad is advantage. Also, they could not make an effective use of Emission Trading. On the whole, in destroyed game, the players did not feel the need for information sharing, mutual cooperation and coordination with each other. This suggests the possibility that the situation was regarded as a pursuit of self-interest.
Recently, lots of people try to trade in stock market by internet trades and the economic market has strong influence to the society. The analysis of economic market is very important issue, but there exists critical problems to analyze real market. To analyze the market system, several artificial market systems have been proposed. U-Mart project, one of the famous artificial market projects, has been organized to provide common test bed for interdisciplinary investigation. They have developed and provided artificial futures market named “U-Mart”. The latest version of U-Mart is 4.0 which can simulate common spot markets with order book information.
Although U-Mart system is excellent simulator, there is one problem that U-Mart has no relation to the real market. In this paper, to solve this problem, we proposed novel method to replay real market faithfully on the U-Mart. We considered all the issue such as situation of contracts, best bid/ask price and real order book. We also analyzed the sensitivity of the real market by adding the artificial orders to order book of U-Mart.
Recently, carrier education has been introduced into school as a resolution for young generation’s difficulties in working, However, present carrier education practices have tendency to focus on forming attitude needed for workers or to emphasize realization of each student’s dream. Career Education, first of all, should form students’ view of working and vocation which has objective validity, and forming students’ concern about economic feature of working and vocation would be especially needed. For this purpose, we develop the game “Bakeries in Close Competition” in which students experience bakery shop management, and through a practice of the game in junior high school, we examine educational effects of this game. The research effects are (I) our game is welcomed by students, (2) it forms students’ concern about economic feature of working and vocation, and (3) it can compensate real work experiencing studies in forming students’ concern about economic feature of working and vocation.