9th DiGRA JAPAN Annual Conference Programme
2019/3/3 (Sun) Okayama University of Science
Session
Theme/Chair
Conference Registration

Location

9:30-16:30

Time
10:00-10:10

OpeningA0122

TitlesYoshihiro Kishimoto

Play and Learning Lab.

Masakazu Furuichi

Nihon University

Megumi Aibara

Nihon University

Masahito Fujihara

Senshu University

Kenji Ono

Game Journalist

Makoto Goto

Game for IT, Inc.

Michitaka Yoshimura

Keio University

Momoko Kitazawa

Keio University

Taishiro Kishimoto

Keio University

Hiroshi Yamaguchi

Komazawa University

A survey on the impact of the coverage period on the pre-registration

Tatsuya Furuyama

Tokyo Polytechnic University

event in social games

Takashi Imagire

Tokyo Polytechnic University

Re-launched “Micom BASIC Magazine”

Keita Mizukami

HOSEI University

Taro Ohashi

DEMPA PUBLICATIONS, INC

Takahiro Nozaki

Teikyo University

Katsuhide Abe

Teikyo University

Mitsuhiro Ogawa

Teikyo University

Toya Saito

Nihon University

Koji Suginuma

Nihon University

Nadia Gloenwald

University of the Arts Utrecht

Megumi Aibara

Nihon University

Masakazu Furuichi

Nihon University

Takumi Nakamura

NIGORO / Asterizm

Tetsuya Ueno

Hayashibara Museum of Art

Tomone Maekawa
Tomoki Kajinami

Okayama University of Science

A0122

Lessons Learned from the 7th Serious Game Jamand Gamification Activity Report

10:20-11:20
Effects of internet usage on psychiatric symptoms and social function

Internet SocietyandSession 1GamesA0123

A Preliminary Study toward the Development of SIR(shit-game is real) Index(Akiko Shibuya)

Topical Session 2

A0122- Report from editor and magazine contributor Development of a gamified programming learning support using tradingcard game style that focuses on narrative mode of thought

11:30-12:30

Seriou GamesSession 2

Development

Affiliation(s)Opening Address

Game Education SIG Activity Report:

Topical Session 1Authors(s)A1-2FA0123
A Prototype Development of XyloStories(Yoshihiro Kishimoto)- a Serious Game to Support Music Teachers for Kids -Lunch
13:30-14:30

Keynote Speech 1

Takumi Naramura
from NIGORO

A0122

Live Locally and Sell GloballyA0122

Japanese Swords, Games and Museum

Tetsuya Ueno

14:45-15:45

Keynote Speech 2

from Hayashibara
Museum of Art

BreakBeginner Support Focused on Pick in First Person Shooting

A study on the difference between games for women and games for men Yuzuka Suzukiin the same genre
Procedure generation of undulating footprints considering the nature ofthe ground and the shape of the footcharacteristics in procedural generation of game character

A Development of Digital FUKUWARAI

16:15-17:15

Interactive Session

A0121

a Traditional Japanese Game to Accelerate Intergenerational
Communications

Branching and scenario writers

Game Education SIG Activity Report:
Lessons Learned from the 7th Serious Game Jamand Gamification Activity Report

A Prototype Development of XyloStories- a Serious Game to Support Music Teachers for Kids -Study on Viewing Attitude and Viewpoint of Movie in VR Viewing
Experience

17:30-19:30

Conference Reception

A1-11F LoungeTokyo University of Technology

Koji Mikami

Tokyo University of TechnologyTaichi Morinaka

Tokyo University of Technology

Yoshihisa Kanematsu

Tokyo University of Technology

Koji Mikami

Tokyo University of Technology

Genta Maejima

Tokyo University of Technology

MEJMVision: Proposal of experience sharing method for location-based VR Yoshihisa Kanematsu

Automatic setting of ability value in consideration of physicalOkayama University of Science

Tokyo University of Technology

Koji Mikami

Tokyo University of Technology

Mika Inomaki

Tokyo University of Technology

Yoshihisa Kanematsu

Tokyo University of Technology

Koji Mikami

Tokyo University of Technology

Saika Shioya

Nihon University

Honami Iida

Nihon UniversityWang Xiaotong

Nihon UniversityToya Saito

Nihon UniversityMegumi Aibara

Nihon University

Masakazu FuruichiNihon University

Masaru Nagaku

National Institute of Informatics

Yoshihiro Kishimoto

Play and Learning Lab.

Masakazu Furuichi

Nihon University

Megumi Aibara

Nihon University

Masahito Fujihara

Senshu University

Kenji Ono

Game Journalist

Makoto Goto

Game for IT, Inc.

Toya Saito

Nihon University

Koji Suginuma

Nihon University

Nadia Gloenwald

University of the Arts Utrecht

Megumi Aibara

Nihon University

Masakazu Furuichi

Nihon University

Hiroki Endo

Tokyo Polytechnic University

Masanobu Endoh

Tokyo Polytechnic University

2019/3/4 (Mon) Okayama University of Science
Session
Theme
Conference Registration

Location

9:30-15:30
10:00-11:00

TimeDiGRA-J Annual Meeting

A0122

TitlesEmergence and Development of the Chinese Media Mix

Session 3

Media Mix
(Nobushige Kobayashi)

Authors(s)A0122- Comparative Case Studies of Game Studios in ChinaResearch of " Women’s Games" based on the game magazines

Akinori Nakamura

Ritsumeikan University

Takashi Obana

Chubu University

Chitoko Koide

Osaka Shoin Women's University

You Hiramatsu
Tomoaki Takanashi

Electronic Sports Athlete’s Complaints and Consideration of Acupuncture -11:10-12:10

Interview Survey of Pro-gamers -Session 4e-Sports(Takashi Imagire)

Affiliation(s)

A1-2F

A0123

Hiroyoshi Yajima
Miho Takayama

Tokyo Ariake University of Medical and Health
ScienceTokyo Ariake University of Medical and Health
ScienceTokyo Ariake University of Medical and Health
ScienceTokyo Ariake University of Medical and Health
ScienceCrystal L. Partil

University of Illinois at Chicago

Judith M. Schlaeger

University of Illinois at Chicago

Nobuari Takakura

Tokyo Ariake University of Medical and Health
Science

Watching Support Focused on Characters' Move and Stamina in Fighting

Yousuke Miyauchi

Okayama University of Science

Game

Tomoki Kajinami

Okayama University of Science

An Interface for Supporting Post-Match Play-by-Play Analysis of a Fighting Ryohei Oda
Game Based on the Players' Eye MovementsOkayama University of Science

Tomoki Kajinami

Okayama University of Science

Youichiro Miyake

DiGRA Japan

Kotaro Nagahiro

Osaka Institute of Technology

Sho OoiRitsumeikan University

Mutsuo Sano

Osaka Institute of Technology

Seiya Otsuka

Teikyo University

Yanjun Sun

Teikyo University

Mitsuhiro Ogawa

Teikyo University

Tatsuya Hirose

Teikyo University

Attempt of open source hardware of physiological measurement system

Seiya Otsuka

Teikyo University

during game playing

Yanjun Sun

Teikyo University

Mitsuhiro Ogawa

Teikyo University

Yoshiyuki Tamamiya

Hakuoh University

Ji Soo LIM

Dokkyo University

Nobushige Kobayashi

Tohoku Gakuin University

Yusuke KoyamaShibaura Institute of Technology

Ema Tanaka

Foundation for MultiMedia Communications

Akiko Shibuya

Soka University

Preferences of Game and Real Characters

Hibiki Okura

Tokyo Medical and Dental University- In-depth Interviews of Young Male Players-

Akiyo Shoun

Ochanomizu University

Naoko Asou

Ochanomizu University

Kazufumi Fukuda

Ritsumeikan University

Fumihiko Ikuine

Tsukuba University

Akito Inoue

Ritsumeikan University

Morihiro Shigihara

Journalist

Hiroshi Shimizu

Hitotsubashi University

Keita Mizukami

Hosei University

Yasuo Kawasaki

Ritsumeikan University

Hiroki Endo

Tokyo Polytechnic University

Masanobu Endoh

Tokyo Polytechnic University

Boxin Zhao

Tokyo University of Technology

Yoshihisa Kanematsu

Tokyo University of Technology

Naoya Tsuruta

Tokyo University of Technology

Kunio Kondo

Tokyo University of Technology

Koji Mikami

Tokyo University of Technology

Xiaoran Cai

Tokyo University of Technology

Yoshitaka Kanematsu

Tokyo University of Technology

Naoya Tsuruta

Tokyo University of Technology

Kunio Kondo

Tokyo University of Technology

Koji Mikami

Tokyo University of Technology

Characteristics of "OTOME game" seen from the smartphone application

Chitoko Koide

Osaka Shoin Women's University'Ikemen series'

Takashi Obana

Chubu UniversityLunch
A Software Implement of Intelligent Game Engine
A Study on Stage Generation for 2D Action Game based on
DC-GAN

TechnologicalSession 5DevelopmentA0122(Koji Mikami)Physiological measurement by game devices embedded sensor and its
application for future health care

13:00-14:20
The effect of cognitive resources on the evaluation of digital games
Empathy as a Motive of Prosocial Behavior in Digital Gamesand the Frames of Meaning

Session 6

Research on Players(Masanobu Endoh)A0123

How can smart phone game players be classified?
- The classification of Japanese players by analyzing interests throughgame playing -Methodological Considerations of Oral History Collection for Video Games:
Through the Practice of Game Oral History ProjectHistory andSession 7

Formation Process

A0122(Akinori Nakamura)

Attempt to conserve game culture.
- KMD x IGCC The analysis of social fixing factor of game arcade that overlook fromprehistory -Centering around a relation with the social regulation togamblingStudy on Viewing Attitude and Viewpoint of Movie in VR Viewing
Experience

A study on fear control system of VR horror game based on heart rate andSession 8

Virtual Reality(Mitsuhiro Ogawa)its variation

A0123

The Research on Virtual Reality Sickness with Advancing Color andReceding Color

Session 9

Game Analysis(Takashi Obana)A0122

Preliminary study on Development a Selecting Method for Analyzing Music Ubu Sato

Tokyo University of Technology

Pieces in Franchise from the aspect of Dual Functionality - Case Study on Akinori Ito

Tokyo University of Technology

Analyzing Music of "Tales of the Abyss" -15:40-16:20

A Study on the Effect of a Problem-Solving Game for Team Building

Session 10

16:55-17:10

ClosingGamification(Tohru Fujimoto)

A0123

A0122

The Process Design of Japanese Learning Using Gamification

Ken'ichiro Ito

Tokyo University of Technology

Yuki Fukuyama

Meisei University

Yan Jiao

Ritsumeikan University

Emiko Hirota

Ritsumeikan University

Mitsuko Fujisaki

Ritsumeikan University

Misaki Yamaguchi

Ritsumeikan University

Yehang Jiang

Ritsumeikan University