Contemporary Issues on the Digital Game Research in Japan
2019 DiGRA JAPAN Summer Conference Program
August 6, 2019
Ritsumeikan UniversityTimeSession

Fixed on July 16, 2019
Room

9:00-16:30

Registration

9:30-9:40

OpeningTitle

NameInstitution

Koichi HOSOI
Zonshin 207

Opening
Venue Announce

Takashi OBANA
Toru FUJIMOTO
Kazufumi FUKUDA

9:40-11:00

Planned Session1

Zonshin 207

Zonshin 207

The Preservation of Japanese Games in the 1970s and 1980s: Current
Status and Prospects

Yoshihiro KISHIMOTOPlay and Learning Lab.

Takefumi HYODO

Bandai Namco Research Inc.

Youichiro MIYAKEDiGRA JAPANMasayuki UEMURA

Ritsumeikan UniversityMichitaka Nakai

Tokyo Polytechnic University

Rika UEDA

Tokyo Polytechnic University.

Fast Forward
Analysis of a Qualitative Survey on Elements that Players Felt Exhilarationof GamesA Qualitative Survey on Digital Games of Female Player Favorites

The Possibility of Game Playing in Stage of 2D Action Game using DC-GAN Kotaro NAGAHIRO

Major in Information Science and Technology, Osaka Institute of Technology

Influence of collaborative activities in massively multiplayer online roleplaying games on real-world group activity: Examining causality using

Keisuke TAKADA

University of Shizuoka, Junior Collegepanel data for three time points
11:00-12:30Interactive Session

Possibility of using Game development related materials from theSoshikan Training
room 4

Chitoko KOIDE

Osaka Shoin Womenʼs University

Gamedo: A Face of Ludology to understand Japanese Game Culture

Masanobu ENDOH

Tokyo Polytechnic University.

Game meets Club Culture

Shigeo TOSAKIExhibition

Games for Government Publicity -Serious Games in the Next Generation:
let us analyze their present and future perspectivesSerious Games and Modeling & Simulation, What are the Differences?
Investigation on The Continuity and Easiness of Japanese Learning System
Using Gamification
Research on the audience awareness for the animations whose origins arethe social games
12:30-13:00

Lunch

13:00-14:15

Planned Session2

Zonshin 207

Gamification for Educational Purposes in Japan

Dai KURAHARA

Researcher,Gunji-Mondai Kenkyu-kai (Research Group of Military Affairs for Peoples)

Masakazu FURUICHI

College of Industrial Technology, Nihon University

YAN JIAO

Graduate School of Ritsumeikan University

Kouki DOUSEN

Graduate School of Engineering and Science, Shibaura Institute of Technology University

Toru FUJIMOTO

University of Tokyo

Shunya HAMADA

Kyoto University

Yuki FUKUYAMA

Meisei University

Toru FUJIMOTO

University of Tokyo

Hironori SAKAI
14:20-15:50

16:00-16:50

17:00-18:00

18:00-18:05

Planned Session2Planned Session3

Planned Session4

Planned Session4

Zonshin 207

Zonshin 207

Zonshin 207

Zonshin 207

Games for Health: Advancements in Japan

Graduate School of Human Sciences, Waseda University

Ayako SHIMIZU

HIKARI Lab Inc.

Tetsuro MAKINO

Favary Inc.

Tsutomu MITAMURATANOTECH Co.LTD.

Hiroyuki MATSUGUMA

Kyushu University

Morihiro SHIGIHARA

FreeranceWriter（Digra JAPAN Game Media SIG Representative）

The differences between the Japanese and foreign gaming medias

Kenji ONO

conception

Florent Gorges

Omaké Books

Kagotani Christophe

Freelance Consultant

Tomoki KAJINAMI

Faculty of Information and Communication, Bunkyo University

You HIRAMATSU

Tokyo Ariake University of Medical and Health Science, Affiliated Acupuncture and Moxibustion

Shinji R. YAMANE
Koichi HOSOIDepartment of Information Science, Okayama University of Science

Toward to Increase Cultural Value of e-Sports

Closing

Game Journalist

CenterTakashi OBANA
Toru FUJIMOTO
Kazufumi FUKUDA