DiGRA JAPAN 8th Annual Conference Programme
2018/38/2(Fri) Fukuoka Institute of Technology , Junior CollegePage(1/3)
TimeSession

ThemeLocation

9:30-16:00

Conference Registration

Refresh Corner

9:50-10:00

Opening

Room B45

Titles（Takayuki

Room B45

Nakamura）
10:00-11:10

Session 1

ENDOH

Feeling in Incomplete Information GamesA novel attempt of gamified programming support in trading card

Masanobu

reportAttempt of heart rate variability analysis from forehead（Yoichiro Miyake）

photoplethysmography
Game-devices as basis of physiological measurements

Tokyo Polytechnic University

Kanami Kurosaki Faculty of Science and Engineering

Seiya Otsuka

Graduate School of Science andEngineering, Teikyo University

Kanami Kurosaki Faculty of Science and Engineering

Break

11:10-11:20

Text Analysis(Akito Inoue)
11:20-12:30

Room B44

Sakaki Shunsuke Tokyo Polytechnic University

Study on a Game Designing Method which makes a Strategic

game style that focuses on narrative mode of thought; the 2ndPlay Analysis 1

Affiliation

Opening Adress
Study on anger elements and their effects in digital games

Game DesignAuthor

Room B45

Various aspects of recollection narrative―"Norwegian Wood"

Hiroteru

Graduate School of Education,and "Tomoyo After"―KAMATA

Tokyo Gakugei University

The Rhetoric of Undertale －Ludonarrative Dissonance andFrederic

Graduate School of
Symbolism－Session２

Interdisciplinary Information

SERAPHINE

Studies, ITASIA, The University ofTokyo

Fundamental Study on the Influence of Sound Effect onSoud(Takashi Obana)Room B44'Warmth' Effect of Smartphone GameA Prototype Development of "FloorPad" - An Interactive Music
Playing System Played by the Body Motion of Cooperative

An Intelligent Game Engine Design
Between Freedom and Constraint: ROM Hacking of PokemonGame Development(Kosuke Kaneko)

Room B45Games
Software Reliability Evaluation in Mobile Game Development
Usage Motivation Reduction Method of Smartphone for Game

Session３

ContentsAnalysis of real-user's data on social game for smartphone by
Maslow's Hierarchy of needs
Market Research１(Akinori Nakamura)

Survey on billing behaviors of smartphone game users
Room B44

An analysis of user attributions of smartphone games －In thelight of game design and fun of playing comparison－
Multiple correspondence analysis of the relationship between"Pokemon GO" play and social attributes

Prototype Development of Adaptive e-learning System for
Serious Game１(Toru Fujimoto)

Room B45

English Learning
Initial evaluation and a development Improvement of the serious
game‟Fishy Fishy‟ for Improving vocabulary skills in English

Industrial Technology

Youichiro

DiGRA JAPANMIYAKE

University of Liège, Liège Game
Fanny BARNABÉ Lab, Faculty of Philosophy andLetters
Ken Kakizaki

CYBIRD Co.,Ltd.

Yuta TAGUCHI

Okayama University of Science

Masanari Himeno KLab Inc.
Yuhsuke Koyama Shibaura Institute of Technology
Ema TANAKA
Nobushige
HichibeFoundation for Multimedia
Communications
The Foundation for MultiMedia
Communications

Yuga OMORI

Sakaguchi

Jo

National Institute of Technology,
Kitakyushu CollegeNihon University， College ofIndustrial Technology

Session４
A Development of the Metadata Model for Video GameHistory＆Archives１(Masanobu Endo)

Room B44

Cataloging －Focusing on Bibliographic Relationships－The Possibility of Video Game Consortium

16:20-16:30

University of Technology
Nihon University， College ofBreak

15:00-15:10

15:10-16:20

Toya Saito

Faculty of Media Science, TokyoLunch

12:30-13:30

13:30-15:00

Satomi Sakamoto

Break

Kazufumi Fukuda Kinugasa Research Organization

Akito INOUE

Ritsumeikan University

Page(2/3)
Examples of game production for the visually impaired
Proposal of Level Design for Hidden Object Games Using EyeMovement
Why university student give up to be employed in gameindustry?
An Investigation of UI what User Prefer in VR Game using
Customization Functions
A Research of system design of to encourage voluntary quit for
preventing replay desire loss in games
Brainstorming idea visualization system in game production
Verification using "delimiter" on spontaneous play time controlof players of social RPG
16:40-17:40

Interactive Session（Core Time）

Room B43, B44 A research on the difference of difficulty recognition based on
attack frequency and power of a Gun.
Making a Game for the Elderly -"CRUSH!" The Random Shooting
Game-Anraku Kiyosada Kyushu University

Asuka Wakizaka Tokyo University of Technology

Dosen Koki

Mai Miyazawa

Shota Homma

SciencesShunya Ogawa

Naoki AIDA

Tokyo University of Technology
Faculty of Media, Tokyo Universityof Technology

Tomohiro Nagai Tokyo Univercity of Technology
Tsuyoshi

Graduate school of Design, Kyushu

MATSUNOSHITA University
School of Media Science, Tokyo

Hayashi

University of Technology

Symbolism－Saki MURAOKASERAPHINE
Frederic

A Prototype Development of "FloorPad" - An Interactive Music
Playing System Played by the Body Motion of Cooperative

Toya Saito

Persons
Implementation report of The 6th Serious Game Jam~English
Please!~Oasis

Graduate School of Media

Ryunosuke

The Rhetoric of Undertale －Ludonarrative Dissonance andRestaurantof Technology
Tokyo University of Technology

to learn difficultywith Characters on the Screen －Photo Shoot by Characters－

Conference Reception

Faculty of Media, Tokyo University

Development and evaluation of game design learning software

A Work of AR Content “TekuTekuPhoto” that Communicates

18:00-20:00

Shibaura Institute of Technology

Megumi AIBARA

Faculty of Design, Kyushu
University
The University of Tokyo - Graduate
School of Interdisciplinary
Information Studies
Nihon University， College ofIndustrial Technology
Nihon University, Graduate Schoolof Industrial Technology

2018/38/2(Fri) Fukuoka Institute of Technology , Junior CollegePage(3/3)
Time

9:30-16:00

10:00-11:00

Session

ThemeConference

Location

TitlesDiGRA-J

Room B45

Annual Meeting

Team Play Analysis Support Based on Direction Covered and（Koji Mikami）

Room B45

Distance Covered in FPS GameLevel of interpretation and motives of prosocial behavior indigital games
The Analysis of "News of Industry Condition" of Specialized

Session５
History＆Archives２（Kazufumi Fukuda）

Journal of Japanese Game Arcade in 1980s-1990s:History ofRoom B44

13:30-14:30

Kento HIROHATA Okayama University of Science
LIM, Ji Soo

Kawasaki Yasuo

Arcade Video Games looking over Transition of Store Sales
Reconsideration about "Symphonic Suite Dragon Quest"

12:20-13:30

of Core Ethics and Future Sciences

Room B45

SpeechSerious Game2(Hiroyuki Matsuguma)

Room B45

Probability Elements
The Effect of Mental Health Education Game on the Trust ofEmployees
Consideration as a tourism contents by the Experience-based

Session６

Detective Games.
Current status of game engines in doujin games
Market Research２（Nobushige Hichibe)

17:10-17:20

Ritsumeikan University Graduate

Lunch
KeynoteSugoroku’s Competitiveness, Progress Visualization and16:00-17:00

The University of TokyoOBANA, Takashi Chubu University

Introduction and Effective Evaluation of Serious Game with

14:40-15:50

Affiliation

Refresh Corner

Registration

Play Analysis２

11:10-12:20

AuthorTopical Session

Closing

Room B44

Room B44

Room B45

Studies on the emerging of digital game industry in China and its

Tomomi ISHII

Hironori SAKAIYAMAMOTO
Kunihiro

Nihon University, College ofIndustrial Technology
Graduate School of Human
Sciences, Waseda University
Yoshino Visitors Bureau

Takashi Imagire Tokyo Polytechnic University
AkinoriGlobalization
Career Development and Issues of Game Developers in their

Nakamura
Masahito

Mid-career
Game Education SIG Activity Report：Serious Game Jams in

FUJIHARA
Masakazu

Other Countries and Our Future Goals
Game Education SIG Activity Report：Lessons Learned from theFuruichi
Yoshihiro

6th Serious Game Jam and the Future of Serious Game JamKISHIMOTO

College of Image Arts andSciences, Ritsumeikan University
Senshu University
Nihon University
Tokyo University of Technology