STUDIES IN SIMULATION AND GAMING
Online ISSN : 2434-0472
Print ISSN : 1345-1499
Volume 28 , Issue 1
Showing 1-11 articles out of 11 articles from the selected issue
Special Section: The Prevention of Harmful Influence of Digital Game Use
Peer-Reviewed Paper
  • Masahito Fujihara
    2018 Volume 28 Issue 1 Pages 2-11
    Published: November 30, 2018
    Released: June 17, 2019
    JOURNALS FREE ACCESS

    The game rating system in Taiwan is compared with that of other countries and its characteristics are clarified. The Digital Game Rating Committee was launched in Taiwan in 2011. It plays a role in reflecting the opinions from stakeholders such as gaming industry, professors, and parents’ associations on the game content. The Game Software Rating Management Regulation replaced the Computer Software Rating Regulation in 2012; this revision changed the 4-level rating system (G, P, PG, and R) to a 5-level classification system (G, P, PG12, PG15, and R). Designated testers play games and submit appropriate documentation for game rating. A Game Software Rating Reference Sheet stipulates the rating criteria such as sexual explicitness and depiction of intimacy, violence and terror, drugs, tobacco and alcohol use, improper language, anti-social conduct, and virtual currencies. This mechanism is opened on the website, aiming to secure transparency and objectivity to some extent. Members who review and rate the games include professors, teaching associates, gaming experts, parents’ associates; they do not have a personal interest in the industry.

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  • Yoshiharu Yamamoto
    2018 Volume 28 Issue 1 Pages 12-23
    Published: November 30, 2018
    Released: June 17, 2019
    JOURNALS FREE ACCESS

    In this study, the connection between personality and affinity for computer games was investigated using the Rorschach test and sandplay, and a scale to determine the affinity for computer games was developed. The Rorschach test revealed that those who had a high affinity for computer games had a tendency to project their internal image upon the external stimuli of chromatic colors with certain form, which meant that their emotional response to the outer world was well adjusted. Those who spent long periods playing computer games on non-portable platforms like PCs and consoles, however, tended to have problems with reality testing. In the process of expressing themselves through sandplay, some participants’ creations were outstanding. The affinities for computer games of those with outstanding sandplay creations were investigated. The outstanding sandplay of those with a high affinity for computer games displayed regression, which suggested that the exhibitions of creativity of those with a high affinity would be connected to regression.

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  • Yukiko Horiuchi, Sachi Tajima, Yumi Matsuo, Mizuha Teramoto, Zheng Shu ...
    2018 Volume 28 Issue 1 Pages 24-32
    Published: November 30, 2018
    Released: June 17, 2019
    JOURNALS FREE ACCESS

    In this research, we conducted a cross-sectional survey into parental mediation of children’s use of digital games. We compared surveys conducted in 2011 and 2017, and examined the changes depending on children’s ages and the time periods based on these results. The participants who were analyzed in this study were parents of children between three years of age and children who were in their third year of high school at the time of the survey. The data on mediation were gathered from 760 and 700 parents in the 2011 and 2017 survey, respectively. The results of the surveys showed that in terms of children’s age, mediation, other than “co-playing,” tended to decrease from middle school age, indicating that parents were changing their mediation styles to meet the developmental changes in their children. Furthermore, in terms of changes based on the time periods, in 2017 while there was an increase in the number of families who lacked an understanding of their children’s use of media, the frequency of some forms of mediation decreased in 2017 compared to the 2011 survey, implying reduced opportunities for guidance by the parents regarding the children’s use of media.

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  • Sachi Tajima, Yukiko Horiuchi, Mizuha Teramoto, Yumi Matsuo, Misako Ku ...
    2018 Volume 28 Issue 1 Pages 33-42
    Published: November 30, 2018
    Released: June 17, 2019
    JOURNALS FREE ACCESS

    Many recently released digital games are played online, for players can interact with others and develop interpersonal relationships. Parental mediation may be undertaken to protect children from risks. In this study, we investigated parents’ attitudes about online interaction triggered by digital game play and examined its characteristics. An online survey was conducted among 1,000 parents with children from three to 18 years old (high school seniors). Parents’ attitudes toward online interaction triggered by playing games can be categorized into those concerning games in which a new online relationship can develop and those concerning games in which the relationships cannot. Cluster analysis shows a division into four groups: parents with a positive attitude toward all games, parents with a neutral attitude toward all games, parents with a negative attitude toward all games, and parents with a negative attitude to the first category and a positive attitude to the second. We examined the relationships between these groups of parents according to the gender and school stage of children, gender of the parents, their gaming experience, and their perception of the effects of gaming.

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  • Kanae Suzuki
    2018 Volume 28 Issue 1 Pages 43-52
    Published: November 30, 2018
    Released: June 17, 2019
    JOURNALS FREE ACCESS

    This study investigated the causal relationships between the amount of total use or experience of different behaviors of hand-held video games and social adjustment among elementary school students. Social adjustment was measured using four variables: the number of online and real friends, satisfaction with their friendships, and loneliness. A structural equation model analysis was performed on two-wave panel data (483 students) collected at elementary schools in Kanto area with a one year interval. The results indicated no significant causal relationship between the total use of hand-held video games and social adjustment. However, as the students experienced some behaviors of hand-held video games more frequently, some of their social adjustment scores increased; the more they cooperated or competed with other players during battles, the more the number of online friends increased. As reverse causal relationships, as their scores of social adjustment increased or decreased, they experienced some contents more frequently; the more the number of online or real friends increased, the more frequent was the use of the communication function, such as chatting or exchanging text messages, during game play. The lower the score of satisfaction with their friendship was, the more experiences of cooperating or competing with other players during attacking or not attacking were indicated.

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  • Teruyoshi Sasaki, Ji Soo Lim
    2018 Volume 28 Issue 1 Pages 53-59
    Published: November 30, 2018
    Released: June 17, 2019
    JOURNALS FREE ACCESS

    The current study probes for the objective standard for the game rating. To probe for the objective standard, the following questions were investigated using the survey data on sexual expressions, violence depictions and anti-social expressions in video games published by Computer Entertainment Rating Organization (CERO), a non-profit organization in charge of rating of video game contents: 1) Are there significant differences between parents’ and game users’ views on which rating is suitable for each expression? 2) If there are significant differences between parents’ and game users’ views, what could explain the differences? 3) Whose standard should one use to achieve objectivity? The findings of the current study are: 1) There were significant differences between parents’ and game users’ views on the ratings of sexual expressions, violence depictions, and anti-social expressions in video games. 2) The Third-Person Effect and desensitization may explain the deviation of parents’ and game users’ responses respectively. 3) Finally, as the responses of female light game users were the most unbiased, the current study proposes that the standard of female light game users may be used for setting the objective standard for the game rating.

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Paper
Peer-Reviewed Paper
  • Victor Alonso Cuesta Aguiar, Maziah Mat Rosly, Masaru Nakano
    2018 Volume 28 Issue 1 Pages 60-72
    Published: November 30, 2018
    Released: June 17, 2019
    JOURNALS FREE ACCESS

    In this paper, the importance and dimensions of sustainable supply chain management are presented holistically, global businesses face several economic, social, and environmental supply chain challenges. Sustainable supply chain management is complex and serious games are the perfect method to raise awareness and comprehension of sustainable supply chain management. Existing supply chain management and sustainable supply chain management serious games are analyzed and categorized; sustainable supply chain management serious games are additionally classified in the serious game cube, resulting in a state of the art outlook of the serious games available. A possible explanation as to why there are few sustainable supply chain management serious games is correspondingly provided. The design process of Looper and flow of the serious game is displayed to the reader. Finally, “Looper” is tested to assess its viability in raising sustainable supply chain management awareness, proving to be successful. “Looper” is a single player sustainable supply chain management serious game designed to provide a comprehensive approach to sustainable supply chain management. The ability of “Looper” to prompt discussion and create awareness in non-traditional modus makes “Looper” a significantly attractive alternative teaching tool. Academics, business practitioners and the public are encouraged to make use of “Looper”.

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