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Aesthetic consideration of the immersion in digital games

Research Project

Project/Area Number 20K00123
Research Category

Grant-in-Aid for Scientific Research (C)

Allocation TypeMulti-year Fund
Section一般
Review Section Basic Section 01050:Aesthetics and art studies-related
Research InstitutionThe University of Tokyo

Principal Investigator

Yoshida Hiroshi  東京大学, 大学院人文社会系研究科(文学部), 准教授 (40431879)

Project Period (FY) 2020-04-01 – 2023-03-31
Project Status Completed (Fiscal Year 2022)
Budget Amount *help
¥4,420,000 (Direct Cost: ¥3,400,000、Indirect Cost: ¥1,020,000)
Fiscal Year 2022: ¥1,430,000 (Direct Cost: ¥1,100,000、Indirect Cost: ¥330,000)
Fiscal Year 2021: ¥1,430,000 (Direct Cost: ¥1,100,000、Indirect Cost: ¥330,000)
Fiscal Year 2020: ¥1,560,000 (Direct Cost: ¥1,200,000、Indirect Cost: ¥360,000)
Keywords美学 / 感性学 / ゲーム研究 / 遊び / ゲーム / 没入 / イマージョン / プレイヤー / デジタルゲーム / ビデオゲーム
Outline of Research at the Start

本研究課題は、現代を代表する遊びであるデジタルゲーム(ビデオゲーム、コンピュータゲーム)における没入(イマージョン)概念を美学的観点から考察し、現代のメディア環境における現実世界と虚構世界の関係を解明するものである。その具体的作業は、「遊び」「メディア」「プレイヤー」という三つの軸に即して、デジタルゲームに特有な没入の様態を解明することである。その目的は、狭義の虚構世界を生み出すメディア環境の構築に有益な知見を提供するだけでなく、バーチャル環境や情報通信技術教育、eラーニングの構築など、ユーザーや参加者の積極的関与と没入が要請される多くの社会実践に対して有益な示唆を与えることである。

Outline of Final Research Achievements

This research project, "Aesthetic consideration of the immersion in digital games," has examined the concept of immersion in digital games (games that use digital computers), which are representative form of play in our age, from an aesthetic point of view. Ultimately, it was to elucidate the relationship between the real world and the fictional world (or virtual world) in the modern media environment.
This research project was based on the achievements of comprehensive research on illusion and immersion that the researcher has conducted so far, and has further developed it, along the three axes of play, media, and player identity, clarifying the mode of immersion peculiar to digital games.

Academic Significance and Societal Importance of the Research Achievements

遊び、メディア、プレイヤーという三つの観点からデジタルゲームならではの没入の様態を解明した本研究課題は、狭義の虚構世界を生み出すメディア環境の理解に新知見を提供するだけでなく、バーチャル環境(VR、AR)やウェブデザインの設計、情報通信技術(ICT)教育、eラーニングの構築など、ユーザーや参加者の積極的関与と没入が要請される多くの社会実践に対して有益な示唆を与えることができた。さらには、現代のメディア環境に特有であるデジタルゲームの没入の現象を分析することで、フロー状態に関する心理学的研究や、依存症・アディクションをめぐる精神医学的研究との連携を行うこともできた。

Report

(4 results)
  • 2022 Annual Research Report   Final Research Report ( PDF )
  • 2021 Research-status Report
  • 2020 Research-status Report
  • Research Products

    (23 results)

All 2023 2022 2021 2020 Other

All Int'l Joint Research (8 results) Journal Article (3 results) (of which Int'l Joint Research: 1 results,  Peer Reviewed: 1 results,  Open Access: 1 results) Presentation (7 results) (of which Int'l Joint Research: 6 results,  Invited: 7 results) Book (5 results)

  • [Int'l Joint Research] ライプツィヒ大学/シュトゥットガルトメディア大学(ドイツ)

    • Related Report
      2022 Annual Research Report
  • [Int'l Joint Research] リエージュ大学(ベルギー)

    • Related Report
      2022 Annual Research Report
  • [Int'l Joint Research] ケンブリッジ大学/ロンドン大学(英国)

    • Related Report
      2022 Annual Research Report
  • [Int'l Joint Research] ストックホルム大学(スウェーデン)

    • Related Report
      2022 Annual Research Report
  • [Int'l Joint Research] Universidad de Zaragoza(スペイン)

    • Related Report
      2021 Research-status Report
  • [Int'l Joint Research] Universita di Bologna(イタリア)

    • Related Report
      2021 Research-status Report
  • [Int'l Joint Research] Universitaet Leipzig(ドイツ)

    • Related Report
      2021 Research-status Report
  • [Int'l Joint Research] ストックホルム大学(スウェーデン)

    • Related Report
      2020 Research-status Report
  • [Journal Article] RTAはゲームを再創造する2022

    • Author(s)
      吉田寛
    • Journal Title

      BANDIT

      Volume: 1 Pages: 46-53

    • Related Report
      2022 Annual Research Report
  • [Journal Article] L'experience videoludique en tant que double processus semiotique2020

    • Author(s)
      YOSHIDA, Hiroshi
    • Journal Title

      JTLA (Journal of the Faculty of Letters, The University of Tokyo, Aesthetics)

      Volume: 44 Pages: 51-57

    • Related Report
      2020 Research-status Report
    • Peer Reviewed / Open Access / Int'l Joint Research
  • [Journal Article] eスポーツから考える──身体、技術、コミュニケーションの現在と未来2020

    • Author(s)
      吉田寛
    • Journal Title

      Fashion Talks...

      Volume: 12 Pages: 28-37

    • Related Report
      2020 Research-status Report
  • [Presentation] Rethinking Digital Games between Virtual and Physical2023

    • Author(s)
      Hiroshi Yoshida
    • Organizer
      Special Seminar at SOAS, London University
    • Related Report
      2022 Annual Research Report
    • Int'l Joint Research / Invited
  • [Presentation] Between Virtual and Physical2023

    • Author(s)
      Hiroshi Yoshida
    • Organizer
      Occupied by Play: Rethinking Reading and Learning in Japan
    • Related Report
      2022 Annual Research Report
    • Int'l Joint Research / Invited
  • [Presentation] Relocating Digital Game in the Tradition of Toy2022

    • Author(s)
      Hiroshi Yoshida
    • Organizer
      Workshop on Digital Humanities, Linked Open Data and Games Research, Stuttgart Media University
    • Related Report
      2022 Annual Research Report
    • Int'l Joint Research / Invited
  • [Presentation] Game Studies as a Node of Multiple Disciplines and Methodologies2022

    • Author(s)
      Hiroshi Yoshida
    • Organizer
      Seminar at Department of Asian and Middle Eastern Studies, Stockholm University
    • Related Report
      2022 Annual Research Report
    • Int'l Joint Research / Invited
  • [Presentation] 芸術、スポーツ、ゲーム──三項関係で考える2021

    • Author(s)
      吉田寛
    • Organizer
      第15回藝術学関連学会連合公開シンポジウム
    • Related Report
      2021 Research-status Report
    • Invited
  • [Presentation] Japanese Digital Games in the Tradition of Toys2020

    • Author(s)
      YOSHIDA, Hiroshi
    • Organizer
      Playing Japan: Toys, Games, Literature, and Language Education (Stockholm University)
    • Related Report
      2020 Research-status Report
    • Int'l Joint Research / Invited
  • [Presentation] 玩具の伝統のなかで日本のデジタルゲームを再検討する2020

    • Author(s)
      吉田寛
    • Organizer
      ゲームと異文化間コミュニケーションに関する国際フォーラム(上海交通大学、中国)
    • Related Report
      2020 Research-status Report
    • Int'l Joint Research / Invited
  • [Book] Japan's Contemporary Media Culture between Local and Global2021

    • Author(s)
      Martin Roth, Hiroshi Yoshida & Martin Picard (eds.)
    • Total Pages
      340
    • Publisher
      CrossAsia-eBooks
    • ISBN
      9783948791209
    • Related Report
      2021 Research-status Report
  • [Book] クリティカル・ワード メディア論2021

    • Author(s)
      吉田寛
    • Total Pages
      296
    • Publisher
      フィルムアート社
    • Related Report
      2020 Research-status Report
  • [Book] ポストメディア・セオリーズ2021

    • Author(s)
      吉田寛
    • Total Pages
      393
    • Publisher
      ミネルヴァ書房
    • Related Report
      2020 Research-status Report
  • [Book] デジタルゲーム研究入門2020

    • Author(s)
      吉田寛
    • Total Pages
      360
    • Publisher
      ミネルヴァ書房
    • Related Report
      2020 Research-status Report
  • [Book] 美学の事典2020

    • Author(s)
      吉田寛
    • Total Pages
      735
    • Publisher
      丸善出版
    • Related Report
      2020 Research-status Report

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Published: 2020-04-28   Modified: 2024-01-30  

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