STUDIES IN SIMULATION AND GAMING
Online ISSN : 2434-0472
Print ISSN : 1345-1499
Volume 24, Issue 1
Displaying 1-12 of 12 articles from this issue
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Refereed Paper
  • Kazuya Suda
    2016 Volume 24 Issue 1 Pages 1-10
    Published: March 30, 2016
    Released on J-STAGE: November 01, 2019
    JOURNAL FREE ACCESS

    As spreading of video-game, social concern in video-game addiction has increased. However the word of “video-game addiction” is not always used based on clear definition, and scientific findings are not utilized for practical use. I think there are two reasons of this situation. First, many studies about video-game addiction are conducted abroad and it is unclear whether these results could be applied directly to Japanese situation. Second, few studies about video-game addiction in Japan are conducted. In this study, an investigation is conducted for the purpose of clarifying the actual condition of video-game addiction and play style for high school students in Japan. As a result of analysis, some similarities to previous studies were shown at the following points. The ratio of addicted person in the whole. Addicted person often plays FPS or MMORPG. On the other hand, some sex differences in play style and relationship between game playing and communication were shown and it may imply that video-game addiction should be considered problem not only caused by playing style but also other factors such as communication.

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  • Junkichi Sugiura
    2016 Volume 24 Issue 1 Pages 11-21
    Published: March 30, 2016
    Released on J-STAGE: November 01, 2019
    JOURNAL FREE ACCESS

    This study researches card games and how they reflect larger social problems. Simple card games, called trump in Japan, have various rules that can be viewed as metaphors for various social problems, and the card game bluff can be viewed as portraying illegal dumping as a social problem, for instance. We first review games for educational purpose. Next, we examine the card game Daifugo (Japanese for “multimillionaire”) as a simulation of an actual stratified society with many local rules to facilitate consensus and adaptation of the rules by players. We then examine case studies of the application of a modified version of rummy to food education and a modified version of ninety-nine for environmental education. We then examine the diffusion of common card games through their development and practice to consider social problems in light of the changing rules of card games. This research is a product of a JASAG Special Interest Group on card games which simulates social problems.

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