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Study on the construction of "game ecosystem studies" integrating analog and digital games

Research Project

Project/Area Number 18K18438
Research Category

Grant-in-Aid for Challenging Research (Exploratory)

Allocation TypeMulti-year Fund
Review Section A New Phase of Our Advanced Science and Technology Society
Research InstitutionKyoto University

Principal Investigator

Matsui Hiroyuki  京都大学, 経営管理研究部, 教授 (90272682)

Project Period (FY) 2018-06-29 – 2022-03-31
Project Status Completed (Fiscal Year 2021)
Budget Amount *help
¥6,110,000 (Direct Cost: ¥4,700,000、Indirect Cost: ¥1,410,000)
Fiscal Year 2019: ¥3,120,000 (Direct Cost: ¥2,400,000、Indirect Cost: ¥720,000)
Fiscal Year 2018: ¥2,990,000 (Direct Cost: ¥2,300,000、Indirect Cost: ¥690,000)
Keywordsゲーム・エコシステム / アナログ・ゲーム / デジタル・ゲーム / 二次創作物 / 無形資産 / アクティブ・ラーニング
Outline of Final Research Achievements

This study is the first to reveal the actual situation and social impact of the popularity of analog games in Japan based on a large-scale Internet-based questionnaire survey. The survey revealed that the young generation in their 20s and 30s is the driving force behind the analog game boom. They are positive about playing games and believe that their gaming experiences are useful in the real world. They are willing to play games and believe that their gaming experience will be useful in the real world.
In addition, it is clear that game developers in Japan are mainly non-professional, independent game designers. Their handling of rights related to intellectual property was found to be insufficient in both recognition and reality compared to other countries. In order to solve these issues, it is necessary to conduct comprehensive and overarching research rather than focusing only on specific areas.

Academic Significance and Societal Importance of the Research Achievements

本研究では、インターネットを利用した大規模調査に基づき、日本におけるアナログ・ゲーム普及の実態や社会的影響を初めて明らかにした。ゲームのブームは、20代から30代の若い世代に支えられていること、女性よりも男性が活動的プレイヤーである傾向があったこと、彼らは、ゲームをプレイすることに肯定的で、ゲームは現実の世界と繋がりがあり、ゲーム体験は現実の世界で役立つ可能性があると考えている等が明らかになった。
また、日本のゲーム開発主体は、プロでないでない一般の人々が中心の独立系ゲームデザイナーで、特に、知的財産に関わる権利関係の処理が海外と比較して認識面、実態面とも不十分である実態を明らかにした。

Report

(5 results)
  • 2021 Annual Research Report   Final Research Report ( PDF )
  • 2020 Research-status Report
  • 2019 Research-status Report
  • 2018 Research-status Report
  • Research Products

    (33 results)

All 2022 2019 2018 Other

All Int'l Joint Research (2 results) Journal Article (10 results) (of which Int'l Joint Research: 1 results,  Peer Reviewed: 5 results,  Open Access: 3 results) Presentation (17 results) (of which Int'l Joint Research: 7 results) Book (4 results)

  • [Int'l Joint Research] FHV University of Vorarlberg(オーストリア)

    • Related Report
      2021 Annual Research Report
  • [Int'l Joint Research] FHV University Vorarlberg(オーストリア)

    • Related Report
      2018 Research-status Report
  • [Journal Article] Gaming Simulation: Terminology and Fundamentals2022

    • Author(s)
      Willy Christian Kriz, Junkichi Sugiura, Toshiko Kikkawa
    • Journal Title

      Gaming as a Cultural Commons

      Volume: TSS, volume 28 Pages: 3-23

    • Related Report
      2021 Annual Research Report
    • Int'l Joint Research
  • [Journal Article] The Current Status of Japanese Game Players and Its Impact on the Society2022

    • Author(s)
      Hiroyuki Matsui, Junkichi Sugiura, Toshiko Kikkawa
    • Journal Title

      Gaming as a Cultural Commons

      Volume: TSS, volume 28 Pages: 73-89

    • Related Report
      2021 Annual Research Report
  • [Journal Article] Bringing Gaming into Education: Cultural Context and Ethical Issues in the Case of SN Games2022

    • Author(s)
      Junkichi Sugiura
    • Journal Title

      Gaming as a Cultural Commons

      Volume: TSS, volume 28 Pages: 107-126

    • Related Report
      2021 Annual Research Report
  • [Journal Article] Subtle Manipulation in Games2022

    • Author(s)
      Toshiko Kikkawa
    • Journal Title

      Gaming as a Cultural Commons

      Volume: TSS, volume 28 Pages: 171-183

    • Related Report
      2021 Annual Research Report
  • [Journal Article] Manipulation Through Gamification and Gaming2022

    • Author(s)
      Willy Christian Kriz, Toshiko Kikkawa, Junkichi Sugiura
    • Journal Title

      Gaming as a Cultural Commons

      Volume: TSS, volume 28 Pages: 185-199

    • Related Report
      2021 Annual Research Report
  • [Journal Article] Interactive Learning Using Gaming Simulation2019

    • Author(s)
      Sugijura, J.,Kouhara,S., Kikkawa, T., Namakura, M. & Matsuda, T.
    • Journal Title

      The Annual Report of Educational Psychology in Japan

      Volume: 58 Issue: 0 Pages: 248-257

    • DOI

      10.5926/arepj.58.248

    • NAID

      130007704352

    • ISSN
      0452-9650, 2186-3091
    • Year and Date
      2019-03-30
    • Related Report
      2019 Research-status Report
    • Peer Reviewed / Open Access
  • [Journal Article] From Then to Now: Transformation in Simulation and Gaming in Japan2019

    • Author(s)
      Kikkawa, T, & Ohnuma, S.
    • Journal Title

      Simulation & Gaming

      Volume: 50 Issue: 5 Pages: 491-493

    • DOI

      10.1177/1046878119883732

    • Related Report
      2019 Research-status Report
    • Peer Reviewed / Open Access
  • [Journal Article] "Hidden Goals": a Game Teaching Conflict Resolution2019

    • Author(s)
      Toshiko Kikkawa & Junkichi Sugiura
    • Journal Title

      The Liberal Arts Journal: Faculty of Liberal Arts, Mahidol University

      Volume: 2 Pages: 1-12

    • Related Report
      2018 Research-status Report
    • Peer Reviewed / Open Access
  • [Journal Article] カードゲームのデザインと実践による省エネ行動の学習2018

    • Author(s)
      杉浦淳吉、三神彩子
    • Journal Title

      シミュレーション&ゲーミング

      Volume: 27(2) Pages: 87-99

    • Related Report
      2018 Research-status Report
    • Peer Reviewed
  • [Journal Article] The effects of debriefing on the performance and attitude of Japanese university students2018

    • Author(s)
      Kikkawa, T., Sugiura, J., and Kriz, W.
    • Journal Title

      Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures

      Pages: 173-180

    • Related Report
      2018 Research-status Report
    • Peer Reviewed
  • [Presentation] Current characteristics of Japanese Tabletop Game players: A preliminary study based on an online survey2019

    • Author(s)
      Matsui, H. Kikkawa, T., and Sugiura, J.
    • Organizer
      The 50th International Conference of Simulation and Gaming
    • Related Report
      2019 Research-status Report
    • Int'l Joint Research
  • [Presentation] Attitudes of the Japanese Tabletop Gamers2019

    • Author(s)
      Matsui, H. Kikkawa, T., and Sugiura, J.
    • Organizer
      The 50th International Conference of Simulation and Gaming
    • Related Report
      2019 Research-status Report
    • Int'l Joint Research
  • [Presentation] Differences between Facilitator-guided and Self-guided Debriefing on the Attitudes of University Students2019

    • Author(s)
      Kikkawa, T., Kriz, W., and Sugiura, J.
    • Organizer
      The 50th International Conference of Simulation and Gaming
    • Related Report
      2019 Research-status Report
    • Int'l Joint Research
  • [Presentation] Persuasion game: Cross-cultural comparison2019

    • Author(s)
      Kaori Ando, Sugiura Junkichi, Nahoko Adachi, Susumu Ohnuma, Gundula Hubner, and KimPong Tam
    • Organizer
      The 50th International Conference of Simulation and Gaming
    • Related Report
      2019 Research-status Report
    • Int'l Joint Research
  • [Presentation] ISAGA2019連動セッション「シミュレーションの倫理性」2019

    • Author(s)
      吉川肇子
    • Organizer
      日本シミュレーション&ゲーミング学会春期全国大会
    • Related Report
      2019 Research-status Report
  • [Presentation] アナログ商用ゲームを用いた社会心理学の教育と研究2019

    • Author(s)
      杉浦淳吉
    • Organizer
      日本シミュレーション&ゲーミング学会春期全国大会
    • Related Report
      2019 Research-status Report
  • [Presentation] 感じの悪い旅行者、つまらない授業、そして絶望的な未来2019

    • Author(s)
      吉川肇子
    • Organizer
      日本シミュレーション&ゲーミング学会秋期全国大会
    • Related Report
      2019 Research-status Report
  • [Presentation] 杉浦淳吉2019

    • Author(s)
      社会の分断と統合プロセスに関するゲーミングアプローチ
    • Organizer
      日本シミュレーション&ゲーミング学会秋期全国大会
    • Related Report
      2019 Research-status Report
  • [Presentation] 説得納得ゲームにおける説得内容の国際比較2019

    • Author(s)
      杉浦淳吉, 安藤香織, 大沼進, Gundula Hubner, Kim-Pong Tam, 安達菜穂子
    • Organizer
      日本グループ・ダイナミックス学会
    • Related Report
      2019 Research-status Report
  • [Presentation] インターネットを用いた大規模調査からみたアナログゲームの現状2018

    • Author(s)
      松井啓之、吉川肇子、杉浦淳吉
    • Organizer
      日本シミュレーション&ゲーミング学会秋期大会
    • Related Report
      2018 Research-status Report
  • [Presentation] 全体セッション:アクティブラーニングをぶっ飛ばせ2018

    • Author(s)
      松井啓之、吉川肇子、杉浦淳吉
    • Organizer
      日本シミュレーション&ゲーミング学会秋期大会
    • Related Report
      2018 Research-status Report
  • [Presentation] 対話的教授法で考える地域活性化2018

    • Author(s)
      吉川肇子、杉浦淳吉、中村美枝子
    • Organizer
      日本シミュレーション&ゲーミング学会秋期大会
    • Related Report
      2018 Research-status Report
  • [Presentation] The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students2018

    • Author(s)
      Kikkawa, T., Kriz, W.C., and Sugiura, J.
    • Organizer
      The 49th International Conference of Simulation and Gaming
    • Related Report
      2018 Research-status Report
    • Int'l Joint Research
  • [Presentation] The effects of debriefing on attitudes of Japanese uniseristy students2018

    • Author(s)
      Kriz, W.C., Kikkawa, T. and Sugiura, J.
    • Organizer
      日本シミュレーション&ゲーミング学会春期大会
    • Related Report
      2018 Research-status Report
    • Int'l Joint Research
  • [Presentation] 食品安全のリスクコミュニケーションにおける参加型手法の開発と実践2018

    • Author(s)
      杉浦淳吉、吉川肇子、穐山浩、織朱實、高木彩、竹村和久
    • Organizer
      日本質的心理学会第15回大会
    • Related Report
      2018 Research-status Report
  • [Presentation] 説得納得ゲームにおける説得方略の統制による環境行動の促進の検討2018

    • Author(s)
      杉浦淳吉、安藤香織、Hübner, G.、Woznica, A.、安達菜穂子、大沼進
    • Organizer
      日本シミュレーション&ゲーミング学会秋期大会
    • Related Report
      2018 Research-status Report
  • [Presentation] Effect of economic standing on the persuasion of energy-saving behavior using a gaming simulation.2018

    • Author(s)
      Sugiura, J
    • Organizer
      25th International Association of People-Environment Studies
    • Related Report
      2018 Research-status Report
    • Int'l Joint Research
  • [Book] Gaming as a Cultural Commons Risks, Challenges, and Opportunities2022

    • Author(s)
      Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura
    • Total Pages
      199
    • Publisher
      Springer Singapore
    • ISBN
      9789811903472
    • Related Report
      2021 Annual Research Report
  • [Book] The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students. Hamada, R., Soranastaporn, S., Kanegae, H., Dumrongrojwatthana, P., Chaisanit, S., Rizzi, P., Dumblekar, V. (Eds.), Neo-Simulation and Gaming Toward Active Learning.2019

    • Author(s)
      Kikkawa, T., Kriz, W.C., & Sugiura, J.
    • Total Pages
      560
    • Publisher
      Springer Singapore
    • ISBN
      9789811380389
    • Related Report
      2019 Research-status Report
  • [Book] ゲームと対話で学ぼう2018

    • Author(s)
      吉川肇子、Sivasailam Thiagarajan
    • Total Pages
      176
    • Publisher
      ナカニシヤ出版
    • ISBN
      4779512905
    • Related Report
      2018 Research-status Report
  • [Book] エコまち塾22018

    • Author(s)
      伊藤滋、尾島俊雄、江守正多、江廣淳子、杉浦淳吉、村上公哉、末吉竹二郎、別所哲也、高口洋人、佐土原聡、信時正人、小澤一郎、中上英俊、小林光、川瀬貴晴、亀井忠夫、森雅志、エコまちフォーラム
    • Total Pages
      220
    • Publisher
      鹿島出版会
    • ISBN
      4306073408
    • Related Report
      2018 Research-status Report

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Published: 2018-07-25   Modified: 2023-01-30  

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