DiGRA JAPAN 2021 Annual Conference Programme
2021/3/13(Sat)
Time
10:00

SessionOpening

10:30-10:50

Opening Address(1/2)
Theme

Location

NumberGame Play(Aki Nakamura)

Room1

11:00-12:00

1-2

1-3

Session2

Game AI(Masanobu Endoh)

2-1

13:10-14:10

Affiliation(s)Saki Matsuda

Ritsumeikan University

Ethical Attitudes and Gender Gap in Video Gameplay - Content

Akito Inoue

Ritsumeikan University

analysis of the gameplay video archive of “Grand Theft Auto3” -Hitomi Mohri

Ritsumeikan University

Masayuki Uemura

Ritsumeikan University

Tomoya Miyai
Hiroshi Yamaguchi

Komazawa University

Saki MatsudaRitsumeikan University

Akito Inoue

Ritsumeikan University

Koichi Hosoi

Ritsumeikan University

Character Choice and Gender in FPS Games

Spatial cognition and gender differences in game play

RPA meets AI for game development

Room22-2

12:00-13:00

Authors(s)Opening Address

1-1

Session1

TitlesMeta-Character-Spatial AI Dynamic Cooperative Model in digital
game AI

Komazawa University

Takayuki Suzuki

Opus Inc.

Boris Ivanov

Opus Inc.

Novgorodov Tit

Opus Inc.

Shinko Suzuki

Opus Inc.

Youichiro Miyake

Rikkyo University

Lunch
Plenary Session

Keynote 1

An approach to Game Accessibility in Relation to Game Input Devices

Plenary Session RoomGroup Photo
R-1
Fast Forward

15:00-15:20(Kazufumi Fukuda)

Room2
R-2

(Demonstration of the relationship between illusion andinteractivity) * translation by the editor(An evaluation of university students' impressions of smartphonegames as a learning tool to protect themselves from malicious

Eiichi Tanaka

The Hokkaido medical center

Kentaro Yoshinari
AGL Gamers
DiGRA Japan Public Relations Committee
Kenji Ono

Hideichi Miyano

International Professional University ofTechnology in Tokyo
Miyazaki Universitysales) * translation by the editor
I-1

I-2

I-3

I-4
I-5I-6

I-7

15:20-16:30

Interactive Session

InteractiveRoom2Presentation(Breakout rooms)

I-8

I-9

I-10

I-11

I-12

A current situation of regional revitalization game

Development and Preliminary Evaluation of VStudy App toSupport Continuous Learning

Utilization of ”MACHINE HEADS” -Automatic test support tool with
RPA x AI

(Yusuke Koyama)

Nihon University

Takayuki Suzuki

Opus Inc.

Boris Ivanov

Opus Inc.

Novgorodov Tit

Opus Inc.

Shinko Suzuki

Opus Inc.

Tokyo Polytechnic University

A Qualitative Survey Analysis on Motivation to Continue Playing inMichitaka Nakai

Tokyo Polytechnic UniversityDigital Games

Masanobu Endoh

Tokyo Polytechnic University

Naohiro Iijima

Nihon University

Haruka Wakui

Nihon University

A development and preliminary evaluation of Colors Passport

Arisa Gunji

Nihon University

which improves cooperation by the experience of teaming activity

Haruna Ueno

Nihon University

Masakazu Furuichi

Nihon University

Megumi Aibara

Nihon University

Development and Evaluation of a Device that Uses Temperature
Stimulation to Present the Sensation of Being Shot

Proposal of a Dynamic Surprise Control System
for Avoiding Habituation in Horror GamesGTIGA: Gamification based Training of Idea Generation andAcquisition

Acoustic Feature Extraction and Analysis for Dynamic Difficulty
Adjustment Based on Players' Voice Reactions

M&S of BAT Ecology- Visualization of Short-Distance Propagation of Corona Virus-Analysis of Game Playing Time and Frequency among Japanese
Youths - Focusing on Existing Questionnaire Surveys Research on the archiving of game music

3-3

From "Exhibition of Games" to "Exhibition with Games"

Room2- a preliminary study using Ritsumeikan RCGS collection and Firm
Database -Social Gathering

Nihon University

Megumi Aibara

Tokyo Polytechnic University

Scale and Scope of the Game Industry:

18:00

Nihon University

Masakazu Furuichi

Masanobu Endoh

3-23-4

Nihon University

Takeru Sugimoto

Tokyo Polytechnic University

Studies on Role Selection Index in Multiplayer Gamesof basic rules -Research and Archive

Nihon University

Katsushi Hegi

Tokyo Polytechnic University- Report on the boardgame production process and trial and error

Session 3

Nihon University

Hayato Suzuki

Kazuki Matsumoto

Report on the production of the boardgame "Manner Dining Table"

3-1

Technology in Tokyo

Masanobu Endoh

Room1

16:40-18:00

International Professional University ofMinato Yamamura

Qualitative survey analysis on impressions of computer RPGs

Serious Board Game Jam Ecosystem
Topical Session1

Kenji Ono
Mizuki KobayashiWenyu Zhu

Tokyo University of Technology

Yoshihisa Kanematu

Tokyo University of Technology

Ryuta Motegi

Tokyo Metropolitan University

Hisakazu Hada

Tokyo University of Technology

Koji Mikami

Tokyo University of Technology

Rai Amano

Tokyo University of Technology

Yoshihisa Kanematu

Tokyo University of Technology

Ryuta Motegi

Tokyo Metropolitan University

Koji Mikami

Tokyo University of Technology

Taiga Kato

Tokyo University of Technology

Kazuaki Harada

Tokyo University of Technology

Yoshihisa Kanematu

Tokyo University of Technology

Ryuta Motegi

Tokyo Metropolitan University

Koji Mikami

Tokyo University of Technology

Kazuaki Harada

Tokyo University of Technology

Yoshihisa Kanematu

Tokyo University of Technology

Ryuta Motegi

Tokyo Metropolitan University

Koji Mikami

Tokyo University of TechnologyJunki Hashimoto

Nihon University

Tatumi Sugimoto

Nihon University

Haruki Arita

Nihon University

Masakazu Furuichi

Nihon University

Megumi Aibara

Nihon University

Kazuhiko Ota

Research Institute for Humanity and Nature

Akito Inoue

Ritsumeikan University

Yuka Fujieda

Moderato Style

Michitaka Ohtani

Research Institute for Humanity and Nature

Michitaka Ohtani

Research Institute for Humanity and Nature

Akito Inoue

Ritsumeikan University

Asano Miura

Kyoto Seika University

Tetsuya Matsui

Seikei University

Yasuo Kawasaki

Freelance

Takashi Obana

Ritsumeikan University

Chitoko Koide

Osaka Shouin Women's University

Takashi Obana

Ritsumeikan University

Yasushi Hara

Hitotsubashi UniversityKazufumi Fukuda

Ritsumeikan University

Akito Inoue

Ritsumeikan University

Fumihiko Ikuine

Chuo University

Hiroshi Shimizu

Waseda UniversityDiGRA JAPAN 11th Annual Conference Programme
2021/3/14(Sun)TimeSession

10:00

Opeing11:00-12:00
12:00-13:00

13:00-14:30

(2/2)
Theme

DiGRA Japan General Assembly

Location

TitlesAuthors(s)Affiliation(s)Megumi Aibara

Nihon University

Mitsuhiro Ogawa

Teikyo University

Room1

Lunch

Plenary Session

Keynote 2(Kazufumi Fukuda)

Plenary Session RoomAcademic Careers for Game Researchers

T-1

Selected Track 1(Koji Mikami)

Room1

T-2

T-3

Nobushige Kobayashi

Tohoku Gakuin University

Juhyung Shin

Ritsumeikan University

Study on the Difference between Difficulty and the Subjective

Michitaka Nakai

Tokyo Polytechnic University

Difficulty of Players in Digital Games
Support for Improving Beginner's Playing Skills in Rhythm Games

Masanobu Endoh

Tokyo Polytechnic University

Tomoya Yamaguchi

Bunkyo University

for Smartphones by Focusing on Tap Accuracy and Chart

Shuya Enomoto

Bunkyo University

Recognition
Game-based Learning Environment for Music Education: A Case

Tomoki Kajinami

Bunkyo University

Toru Fujimoto

The University of Tokyo

Masanori Fukui

Hyogo University of Teacher Education

Masakatsu KurodaHyogo University of Teacher Education

Shimpei Nomura

Kanagawa Prefectural Tsukuihama High

Yoshifumi Yamashita

Hyogo University of Teacher Education

Jun Moriyama

Hyogo University of Teacher Education

Akira Igarashi

Foundation for MutiMedia Communications

Study of the Music Game "Rocksmith”
Development of a Game Genre Scale Based on the Preferences of

14:30-15:30
T-4
Selected Track(Nobushige2Kobayashi)

T-5
T-6
4-1

Session 4Gamification

Exploratory Study of the Relationshipbetween this Scale and Creativity

Room2

Serious Games /Students Majoring in Game Development or Design and an

4-2
Room1

A Study Focusing on eSports Viewing in Japan- eSports is evolving into "Media Entertainment" -Yuhsuke Koyama

Shibaura Institute of Technology

Archivist's Passion and Introduction of Affective InterfaceDevelopment and Trial of a Security Learning Environment

Shunsuke Mukae

Ritsumeikan University

Shinya Miyagawa

Freelance

using Gamification

Egawa Kazuhiro

Freelance

Yuki Fukuyama

Kwansei Gakuin University

Seiko Shineha

Jissen Women's University
Japan Center for Education Research andTreat the Archive Fever - An Essay for Deconstruction ofPractice of "nocobon online": game teaching material on science, technology and society(Toru Fujimoto)Arisa Ema
4-34-4

15:50-17:10

5-1
5-2
5-3

Game Design /Session 5Development

Mitsuru Kimura

Information Requirements for the Serious Use of Board Games
Digital games as “meme” replicating entity and their ecosystem
A Trading Card Retrieval System to Support Searching from

Ritsumeikan University

Hitomi Mohri

Ritsumeikan University

Kazufumi Fukuda

Ritsumeikan University

Mitsuhiro Ogawa

Teikyo University

Takaki Munemori

Hiroshima City University

Ambiguous Information Needs
Analysis Interface for the Fighting Games Based on Distance

Tomoko Kajiyama

Hiroshima City University

Tsubasa Miyakawa

Bunkyo University

Between Characters and Arbitrary Match Time PeriodsTomoki Kajinami

Bunkyo University

Improving Workflow Efficiency in Personal Game Development

Room2(Masakazu Furuichi)
5-4

Towards a pattern language for the book "Building Blocks ofTabletop Game Design"

Jia ShenRitsumeikan University

Aki Nakamura

Ritsumeikan University

Masaru Nagaku

Lifematics Inc.

Kenji Ono

Taksuku Nagaku
Closing

Room1

International Professional University ofTechnology in Tokyo

Youichi Takigawa
Masatoshi Tokuoka

17:15-17:30

Innovation / Rikkyo University
The University of Tokyo

Juhyung Shin

Atlier Third