
第9回 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference ………………………………………………………………………………………………………...3 ………………………………………………………………………….4 ………………………………………………………………………………………………...7 . ………………………………………………………………………………..9 . ……………………………………………………………………...131 3 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference v 1 SIG 10 () v 1 () 18 () () 22 () 26 v 2 BASIC () 30 v 2 () 35 XyloStories () 39 v 3 () 43 () 47 v 4e-sports e 50 () () 54 () 58 v 5 62 () DCGAN 2D () 66 () 70 () 73 4 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference v 6 () 77 () 80 () 84 vs () 88 v 7 () 92 KMD x IGCC () 96 () 100 v 8VR VR () 104 VR () 107 VR () 111 v 9 115 () () 119 v 10 () 123 () 127 5 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference v FPS () 132 () 136 () 140 MEJMVision VR () 142 () 146 () 150 153 () 6 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference 3 3 () 9:30-10:00 10:00-10:10 A0122 10:20-11:20 1 A0122 1 A0123 () 11:30-12:30 2 A0122 2 A0123 ( ) 12:30-13:30 13:30-14:30 1 A0122 14:30-14:45 14:45-15:45 2 A0122 15:45-16:00 16:00-17:15 A0121 17:30 3 4 () 9:30-10:00 10:00-11:00 A0122 11:10-12:10 3 A0122 () 4 e-sports A0123 () 12:10-13:00 13:00-14:20 5 A0122 () 6 A0123 () 14:20-14:30 14:30-15:30 7 A0122 () 8 VR A0123 () 15:30-15:40 15:40-16:20 9 A0122 () 10 A0123 () 16:25 A0122 7 8 口頭発表 9 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference IG Game Education SIG Activity ReportLessons Learned from the 7th Serious Game Jam and Gamification Activity Report SIG(Special Interest Group) 2014 12 7 (2) 8 IGS7 I G 1) 5 2) 7 (2) 20 3) 20 4) 15 60 10 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference 7 (2) i ii iii i i ii ,iii aibara.megumianihon-u.ac.jp Lets save the world by the Power of Games!DiGRA Japan SIG 2018 12 91516 7 (SGJ7)(2) , The 7th Serious Game Jam Report Megumi AIBARAi, Yoshihiro KISHIMOTOii , Masahito FUJIHARA,Masakazu FURUICHIi i Nihon University,Play and Learning Lab.,Senshu University aibara.megumi{a}g.nihon-u.ac.jp Abstract We have been held the Serious Game Jam seven times. In this paper, we report about the 7th Serious Game Jam (SGJ7) which was held on Dec. 15-16, 2018. The topics of the SGJ7 are the accessibility for games. It is the first trial for us to having 6 themes. Keyword Serious Game, Game Jam, Serious Game Jam, 1. DiGRA JAPAN SIG 2014 2.1 (2) Lets save the world by the Power of Games! SGJ7 2 7 - -[1] (SGJ7) 2. [1] [2] 2014 7 [3]( 1) 1. SGJ 1 2 3 4 5 6 7 1.SGJ7 11 3.1 SGJ7 6 (12/9) e-sports ( 1) 2 [6] 2.SGJ7 3. 4 T [6] SGJ7 SGJ7 SGJ7 2 SGJ [4]( 3) e-sports SGJ5:74%SGJ6:63% 3. SGJ7 SGJ7 SNSDiGRA JAPAN HP ()13 ()1 (): 2 (): 12 3.2 28 12 1 4 SGJ6 SGJ6 SGJ7 PC SGJ7 SGJ6 1. 2. 3. SGJ7 4. itch.io[5] 1 5. 12/16 開発当日 2日目 12/16 開発したシリアスゲーム 開発当日 2日目 を公開・発表 開発したシリアスゲー 3.3 12/15 ムを公開・発表 開発当日 1日目 12/15 4 SGJ6 企画発表 開発当日 1日目 11/1612/15 企画及びプロトタイプの 各チーム内のコミュニ 発表 ケーション及び事前準備 12/9 11/311/16 テーマについての勉強会 ペラコン実施及びチー ・専門家による事前講習会 ム編成を発表 ・チーム編成 11/1012/1 1 専門家による事前講習 ビデオの公開 エントリー開始 1011/3 登録フォームを使用し募 集を行う エントリー期間 11/1 登録フォームを使用し募 開催案内検討・公開 集を行う SGJ5 SGJ6 10 HPを開設しテーマ,日程, SGJ7 開催案内検討・公開 会場を公開する HPを開設しテーマ,日程, 30 会場情報を公開する SGJ6 SGJ7 6 (45 / 4.SGJ7 SGJ 12 1 ) 2 Android 1 Facebook 3.5 SGJ7 itch.io SGJ7 itch.io [5] 6 5 itch.io SGJ7 6 7. B.A.T castle of Rhythm 3. 5.1 MissionHY 3.5.4 4. 5. (1) 2 Windows 2 8. 9. (4) 2 Windows Oculus HTC vive Excellent Design Award 3.5.2 Global Free VR Dutch Embassy Award 3.5.5 Yurayura 6. WORD CROSS WORD CROSS(2) 2 Windows 10. Yurayura (5) 2 Grand Prix Award Android 2 3.5.3 Serious Guilder Yurayura B.A.T castle of Rhythm(3) 13 5. 7 6 SGJ7 Excellent Research Award itch.io 4 3.5.6 YouTube DiGRAJAPAN 4 DiGRAJAPAN SIG Windows [6] SIG 11. 12. 4. 4.1 SGJ7 [1] 6 ,(2017). 7 - -2018/12/15,16< 29 http://www.mediadesignlabs.org/SGJ7/ > (2019/1/16) SGJ6 2 [2] (2007) 29 2 [3] 6 English Please!(2018) 27 , 11(1), pp.33-37. SGJ7 1 [4] https://www8.cao.go.jp/sho 5 ugai/mark/mark.html 2019.1.16 [5] Itch.io https://itch.io/ 2019.1.16 5 2 [6] YouTube DiGRAJAPAN , https://youtu.be/dFKnr3rLbCc 2019.1.16 SGJ6 1 (1) SGJ7 MissionHY2018 27 (PC)< https://mission-hy.itcho/kibodokaizokubatoru >(2018 12 16 ) (2) WORD CROSS, SGJ7 Global Free2018(PC) 4.2 < https://aless1334.itcho/wordcross >(2018 12 16 ) SGJ7 itch.io (3) B.A.T castle of RhythmSGJ7 Serious Guilder 2018(Android)< https://nishizawa0419.itcho/bat-castle-of-rhyth m >(2018 12 16 ) (4) SGJ7 2018 (PC)< https://urugaka.itcho/fps-moratoriariste-sgj7 >(2018 12 16 ) (5) Yurayura, SGJ7 Yurayura2018(Android) < https://mnagaku.itcho/yurayura >(2018 12 16 ) 14 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference ]xipc i ii iii i ii iii i kissygame {at} gmail.com (Gamify Network)DiGRA JAPAN SIG 2018 8 3 SNS Facebook 52 , , Gamification Activity Report Yoshihiro KISHIMOTO i Kenji ONO ii and Makoto GOTO iii iPlay and Learning Lab. ii Game Journalist , iiiGame for IT, Inc. i kissygame {at} gmail.com Abstract The DiGRA JAPAN Education SIG organized the Gamify Network in August 2018 as a place for learning and exchanging knowledge for developing serious games, applied games, and gamification in Japan. Three study sessions have been held until now and are interacting through the social media group. The current number of members on Facebook is 52 persons including working adults and students. Our goal is to realize a future called "Gamification the great country, Japan." Keyword Serious Games, Applied Games, Gamification, Gamify, Community ra]xmou 3.5..1-13.2- ]xmxudpxu3- 4-J 5- 5 SG Facebook [sx nux 52 ISG 3 2 L 1 kxa 2018 xbe .04 [sx 2018 8 DiGRA JAPAN L LFG SIG 2018 8 3 2018 8 29 ()19:3021:30 34 4 2 1 15 ( 1) 8-3 2 7 1 1 6- 3 9- 2018 11 5 19:3021:30 4 2019 2 18 4.4 32 1 1 ( 2) ( 4) 2 2 4 7- SNS 2018/12/1615:3018:00 16 [1] Serious Games Japan, https://seriousgames.jp/2019 1 29 [2] Ludix Lab, https://www.facebook.com/LudixLab/ 2019 1 29 [3] SIG-05 , https://www.jset.gr.jp/sig/sig05.html2019 1 29 [4] Sig05 Facebook, https://www.facebook.com/jset.sig.gbloe/ 2019 1 29 [5] JSET SIG-05 , http://jset-sig-gbloe.cloudblog.jp/2019 1 29 [6] , https://gamewriter.jp/?p=19172019 1 29 [7] 4gamerVR MR 2 https://www.4gamer.net/games/999/G999905/20181107044/?fbclid =IwAR3e7Eq6BoU3344VxVteg0aeQprYWsflYufUtaQL3Q5hqNP dXnn0mDxTTmE2019 1 29 [8] 7 The 7th Serious Game Jam http://www.mediadesignlabs.org/SGJ7/2019 1 29 [9] 4gamer 7 6 https://www.4gamer.net/games/999/G999901/20181221097/?fbclid =IwAR1DHWxj7vpUQsWXZ-Eb1Ro7Pr-dTBWNG- McLUAvUVY62wA107-PuBLtwzk2019 1 29 17 9 Digital Games Research Association JAPAN Proceedings of 9th Annual Conference i ii iii i , ii, iii [email protected], [email protected], [email protected] ICD-1111th Revision of the International Statistical Classification of Diseases and Related Health Problems Gaming disorder 1336 Problematic Internet Use: PIU PIU PIU PIU , , , , Effects of internet usage on psychiatric symptoms and social function Michitaka YOSHIMURAi Momoko KITAZAWAii Taishiro KISHIMOTOiii iDepartment of Neuropsychiatry, Keio University School of Medicine, National Center of Neurology and Psychiatry. ii,iiiDepartment of Neuropsychiatry, Keio University School of Medicine [email protected], [email protected], [email protected] Abstract: With the growth of the internet, research on the influence of internet use on psychiatric symptoms is increasing. "Gamin disorder", which is a diagnostic criterion for mental illness, was included in ICD-11. However, there are few studies on Japanese. In this study, we conducted a questionnaire survey for 1,366 university students and investigated the current status of problematic Internet use among Japanese young adults and the relationship between PIU and psychiatric symptoms, sleep, social function, and happiness. As a result, it was found that PIU is also recognized in young adults in Japan at the same rate as in the previous studies in other countries. In future it is necessary to conduct research evaluating PIU more objectively. Keyword: Gaming disorder, Internet addiction, mental health, sleep, Happiness 1. 93.2% 92.8%87.5%81.0% 79.8%[1] Problematic Internet [2] Use; PIU PIU Social [3][5][6] Networking Service; SNS [7] Attention-deficit 2015 10~20 hyperactivity disorder; ADHD [8] SNS LINE Autism Spectrum Disorder; ASD [9][10] 62.8%Twitter52.8%Facebook49.3% PIU DSM-5 Diagnostic and PIU Statistical Manual of Mental Disorders 5th edition ICD-11 PIU 11th Revision of the International Statistical Classification of PIU QOLQuality Of Life Diseases and Related Health
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