Journal of Information and Communication Research
Online ISSN : 2186-3083
Print ISSN : 0289-4513
ISSN-L : 0289-4513
Volume 33, Issue 2
Displaying 1-3 of 3 articles from this issue
PAPERS
  • Takanori IGUCHI
    2015 Volume 33 Issue 2 Pages 41-51
    Published: 2015
    Released on J-STAGE: December 22, 2015
    JOURNAL FREE ACCESS
    In present-day Japan, video games have become a popular amusement media. Video game researchhas focused thus far on the effects of videogames. Furthermore video game genre has become compli-cated. This paper focuses on video game genre and motivation. This paper examined the motivationsand favourite video game genres of 1503 college students using a quantitative survey and interviews.The results showed that motivation is different depending on favorite video game genre, with a clusterof genres associated with high motivation and a cluster associated with low motivation. Based on thesedifferences, the amount of playing time and money spent on video games differed.
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  • Shin-ichi YAMAGUCHI
    2015 Volume 33 Issue 2 Pages 53-65
    Published: 2015
    Released on J-STAGE: December 22, 2015
    JOURNAL FREE ACCESS
    In this paper, I perform the six hypotheses testing about flaming actual situation and flaming participants' characteristics by empirical analysis. Flaming is defined that slander comments rush to social media for the speech content and actions of a person. I. The number of flaming has increased in recent years. II Flaming is more likely to occur in companies. III. The number of flaming participants is small. IV. Flaming participants are heavy Internet users. V. Flaming participants have less annual income. VI. Flaming participants believe that may be acceptable to insult others on the Internet.
    First, based on an analysis of the descriptive statistics, hypothesis I - III were all confirmed. In other words, a lot of flaming has occurred and caused damage to human psychologies and corporate revenues in recent years, however, the number of flaming participants was very small. It was about 1.5% of the Internet users. In addition, the number of flaming was 200 per year.
    Second, on the basis of the econometric analysis it was found that the five variables, "male", "annual income", "having children", "having unpleasant feelings on the Internet" and "may be acceptable to insult others on the Internet" were associated with flaming participation behavior. On the other hand, the variables such as "education" and "Internet time" had no significant effect. From these facts, while the hypothesis VI was supported, IV and V were rejected.
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