Contemporary issues on the Digital Game Research in Japan
(日本デジタルゲーム学会2019年夏季大会 -Japanese Track-)

夏季大会の日本語詳細プログラム等はこちらのリンクからご覧ください

Time Slot: 09:30-18:00
Place: Zonshin 207

Organizer:

Koichi Hosoi (Ritsumeikan University)

Planning committee coordinator:

Takashi Obana (Chubu University)

Planning committee:

Toru Fujimoto (The University of Tokyo)
Masayuki Endoh (Tokyo Polytechnic University)
Hideki Tabata
Kazufumi Fukuda (Ritsumeikan University)
Masahito Fujihara (Senshu University)
Masakazu Furuichi (Nihon University)

Registration(参加方法):

Please register “one day registration for Aug. 6th” or “full (Aug. 6-10th) registration” from (8月6日をワンデイで,あるいは全期間のいずれかを)this link(こちらのリンクから登録してください).

Main Feature:

Currently, there are over 250 members from both academia and industry at DiGRA Japan Chapter, and in recent years, various academic institutions began offering courses on digital game development, but only a few have been heard in regards to what kind of research projects are taking place or how Japanese teachers are educating students to learn about game development. This is usually due to the fact that a majority of research has been published in Japanese and that a few teachers in game developers had a chance to visit overseas and share their pedagogical practices as such was not required in Japanese institutions in order to advance their career either in tenure track or even going forward. With this aim, DiGRA Japan presented the panels on showing the current status of both research and pedagogical practices on game development at DiGRA 2018. The panel was well received by many of DiGRA members as many of them seemed to be interested in how the landscape of digital game research has evolved over the years.

Simultaneously, the research projects which were presented during the panel was limited to a few projects, which left the further questions, what are other projects which are on-going and whether or not there may be a space for the possible collaborations?
The proposed workshop aims to provide participants from foreign countries interested in collaborating with Japanese researchers by showcasing various topics of digital game researches in Japan. As DiGRA 2019 will be held at the home ground of DiGRA Japan, the Research committee of DiGRA Japan will be responsible for coordinating a series of workshops, which allow participants to have a hands-on understanding on the research landscape on Digital Game in Japan

The workshop proposal from multiple disciplines on the digital game researches among DiGRA Japan members will be gathered and curated. Furthermore, this workshop will be only workshop to have presentation and discussions in Japanese, allowing both serious Japanese native scholars as well as practitioners to fully participates in this international events, simultaneously those international scholars who already have certain understanding of Japanese and/or those who have desire to grasp deeper understating of the digital game research landscape to have an opportunity to participates in various kinds of workshop in Japanese: the experience, which is rather common in Japan but may be rare opportunities for those scholars whose main active fields are located in other regions.
The themes explored in the workshop would include, but are not limited to:

・Digital Game Preservation in Japan
・Serious Game, Gamify as well as Applying game mechanics to education
・Pedagogical practices in for game development
・Game Industry Studies
・Game and Sociology
・Game and Youth Culture
・Critical Discourse on Digital Game in Japan

Time Table:

9:30-9:40 Opening
9:40-11:00 The Preservation of Japanese Games in the 1970s and 1980s:Current Status and Prospects
11:00-11:15 Fast Forward (Preview) for Interactive Session
11:20-12:30 Integrative Session Core Time (at Soushikan Training Room 4 (2f))
12:30-13:00 Lunch break
13:00-14:15 Research Trend of Gamification in Educational Field in Japan
14:20-15:50 Current Situations on Game for Health Research in Japan
16:00-16:50 Comparative Studies on Game Media Between Japan and Overseas
17:00-18:00 Toward the Increase of the Cultural Value of e-Sports

9:30-9:40 オープニング
9:40-11:00 企画セッションC(80分) 1970-80年代 日本ゲームの黎明期におけるゲーム開発関連資料の保存活動の現状と展望
11:00-11:15 インタラクティブセッションファストフォワード
11:20-12:30 インタラクティブセッションコアタイム
12:30-13:00 昼休憩
13:00-14:15 企画セッションE(75分) 日本における教育分野のゲーミフィケーション研究の動向と事例
14:20-15:50 企画セッションD(90分) 日本におけるゲームズ・フォー・ヘルスの展開
16:00-16:50 企画セッションA(50分) 日本と海外のゲームメディアにおける、編集・報道体制の違い
17:00-18:00 企画セッションB(60分) e-Sportsの文化的価値向上を目指して

Attendance Policy:

Anybody is welcome (Be minded that this track will be done in Japanese)

Game Analysis Workshop

Time Slot: 9:00-11:50
Place: Zonshin 306

Organizers:

Espen Aarseth (IT University of Copenhagen)
Paweł Grabarczyk (IT University of Copenhagen)

Call for Submission:

Please refer to the link call for papers

Attendance Policy:

Limited.

Making of BitSummit-How Independent Game Movement Surged from Kyoto

Zonshin 206
Time:16:15-17:15 (Short Session)

Organizers:

BitSummit Organizing Committee
Masahiko Murakami (Japan Independent Games Aggregate/Skeleton Crew Studio)
Shouichi Tominaga (Japan Independent Games Aggregate/Q Games)

Facilitator:

Akinori (Aki) Nakamura (Ritsumeikan University)

Overview:

Japanese Independent Game Scene was quite until BitSummit was organized in 2013. Since then several game development studios gather their efforts in organizing and developing one of the biggest indie game focused event in Asia, BitSummit.
In this session key members of the organizer of BitSummit discuss their story of how BitSummit was conceived, developed and expanded in these 6 years. Their perspective on this event for the future will also be presented.

Attendance Policy:

Open to everyone, no limit

DiGRA 2019 One Hour Game Jam & Bitsy Tutorial

Time Slot: 16:00-18:50
Place: Zonshin 202

Organizer/Planning committee/Facilitator:

Dr. Annakaisa Kultima (Aalto University)
Dr. Sabine Harrer (Tampere University)

Registration:

Please register from this form for further information and potential updates.

Attendance Policy:

* Open for anyone
* No prior game making skills required
* Participants are requested to bring their own laptop/game making tools

“Ex-PhD-ition” – Gameful Support for the PhD Student’s Journey

Time Slot: 09:00-11:50
Place: Zonshin 305

Organizer/Planning committee/Facilitator:

Johanna Kleinen (Daimler AG)

Call for Submission:

Please refer to the link call for papers

Attendance Policy:

Open to PhD students and to supervisors of doctoral candidates

Teaching Games: Pedagogical Approaches

Time Slot: 9:00-15:50
Place: Zonshin 206

Organizers:

Mia Consalvo (Concordia University)
Mirjam P Eladhari (Södertörn University)
Jonathan Elmergreen (University of Pennsylvania)
Clara Fernandez-Vara (New York University)
William Huber (Abertay University)
Hartmut Koenitz (HKU University of the Arts Utrecht)
Petri Lankoski (Södertörn University)
Adam Mayes
Andy Phelps (RIT)

Facilitators:

Mia Consalvo, Mirjam P Eladhari, Jonathan Elmergreen, Clara Fernandez-Vara, William Huber, Hartmut Koenitz, and Andy Phelps

Call for Submission:

Please refer to the link call for papers

Attendance Policy:

Open to all conference attendees

The Future of Location-based Gaming Research

Time Slot: 9:00-15:50
Place: Zonshin 202

Organizers:

Kati Alha (Tampere University)
Nobushige Kobayashi (Tohoku Gakuin University)
Yuhsuke Koyama (Shibaura Institute of Technology)
Dale Leorke (Tampere University)
Frans Mäyrä (Tampere University)
Janne Paavilainen (Tampere University)
Ema Tanaka (Meiji University)

Call for Submission:

Please refer to the link Call for Submission. Please contact to Dale Leorke for more information.

Attendance Policy:

Limited to invited participants and respondents selected from the open call, to ensure relevant and informed discussion of the topic. Selection of participants from call will be done with attention to diversity of gender, race and academic position (i.e. including both early career and established scholars).

Diversity Workshop: Social Justice Tactics in Today’s LudoMix

Time Slot: 13:00-18:50
Place: Zonshin 204

Organizers:

Cody Mejeur (Michigan State University)
Mahli-Ann Butt (The University of Sydney)
Darshana Jayemanne (Abertay University)

Planning Committee:

Mahli-Ann Butt (The University of Sydney)
Darshana Jayemanne (Abertay University)
Daniel L. Gardner (University of California, Irvine)
Amanda Cote (University of Oregon)
Alison Harvey (University of Leicester)
Kyrie E.H. Caldwell (University of WisconsinMadison)
Noel Brett (McMaster University)
Cody Mejeur (Michigan State University)
Keiji Amano (Seijoh University)

Facilitator:

Cody Mejeur (Michigan State University)

Call for Submission:

Please refer to the link Call for Submission.

Attendance Policy:

Participation in the workshop is open to all DiGRA participants. The workshop will be held across 6-hours, with a keynote (to be confirmed), 6 paper presentations and discussions. If you plan to attend the workshop as a participant (not a presenter), please register by 19 July by sending an email to the workshop organizers at digradiversityworkshop@gmail.com

Teaching with Twitch: A Practical Workshop

Time Slot: 13:00-15:50
Place: Zonshin 305

Organizers:

Ashley Brown (Twitch.tv/Ashley_EAE)
Gabriel Olson (Twitch.tv/gabeolsonart)
Ryan Bown (Twitch.tv/Occasional_Player)

Main Feature

No papers will be presented at this workshop. Instead, participants will work hands-on with the organizers to build, maintain, or expand their Twitch account. All attendees must bring their own laptop to the workshop.

No prior experience with Twitch is necessary. You do not need to have an existing Twitch account in order to participate, but you must be willing to create one. Newbies and beginners are welcome to learn more about the platform. Those with existing Twitch accounts will participate in the intermediate or advanced workshop groups which will look at audience expansion, ways to improve accessibility, and tools to respect student privacy concerns.

After attending the workshop, attendees will not only understand how Twitch can support their classroom, but they will also walk away with a Twitch lesson plan, their own channel set up, and tips and tricks for making their channel educationally impactful on not only students, but the broader games community.

Attendance Policy:

This workshop is open to everyone interested in creating a Twitch account for teaching, or interested in how to transform a current Twitch account into a pedagogical tool. Newbies, experts and those in-between are welcome to attend.
As this is a practical, hands-on workshop, attendance is limited to the first 20 people who register via this Registeration Form. All attendees must bring their own laptop.

Ruins in Digital Games

Time Slot: 16:00-18:50
Place: Zonshin 306

Organizers:

Daniel Vella (University of Malta)
Emma Fraser (University of Leeds)

Call for Submission

Please refer to the link Call for submission

Attendance Policy:

Those wishing to present need to go through the submission process; however, anyone registered for DiGRA 2019 is able to attend and participate in the discussion.

Program:

Please refer to this link (Programme)

Between Media Mix and Franchising Theory: A Workshop on the Theoretical Worlds of Transmedia Production

Time Slot: 13:00-15:50
Place: Zonshin 311

Organizers:

Dr Rayna Denison (University of East Anglia)
Dean Bowman (University of East Anglia)
with support from:
James Mclean (University of East Anglia)
Tarnia Mears (University of East Anglia)
Main speakers:
Professor Marc Steinberg (Concordia University)
Dr Bryan Hikari Hartzheim (Waseda University)
Luca Bruno (Leipzig University)
Dean Bowman (University of East Anglia)
Akiko Sugawa-Shimada (Yokohama International University)
Dr Rayna Denison (University of East Anglia (Chair))

Attendance Policy:

All welcome.

Metaphor-based Character Design

Time Slot: 13:00-15:50
Place: Zonshin 306

Organizers:

Greta Hoffmann (Karlsruhe Institute of Technology)

Main Feature:

The workshop is structured into two parts, an introductory part, where examples from current entertainment and serious games are shown and discussed and a practical part, where the participants apply metaphor-based character-design on given examples. For this, relevant topics from serious game design will be listed that the participants can choose from for their practical executions. Then a research phase will follow, where creative mindmaps that link the content with potential design choices are created. Afterwards the characters will be created (in word, sound and/or picture) and then exchanged and discussed.
For the practical part of the workshop participants will only need their pens and papers, however having access to the internet will help with the research process flowing into the actual designs.

Attendance Policy:

Open to everyone

Metadata in Game Studies: what it is, what we can do with it, and why it matters

Time Slot: 16:00-18:50
Place: Zonshin 310

Organizers:

Martin Roth (Leipzig University)

Planning committee:

Jin Ha Lee (GAMER Group, University of Washington)
Tetsuya Mihara (University of Tsukuba)
Peter Chan (Stanford University Libraries, via Skype)
Espen Aarseth (ITU Copenhagen)
Kazufumi Fukuda (Ritsumeikan University)
Winfried Bergmeyer (Internationale Computerspielesammlung)
the diggr project team (Tracy Hoffmann, André Lahmann, Florian Rämisch, Peter Mühleder, Konstantin Freybe, Leander Seige, Leipzig University Library)

Facilitator:

Martin Roth

Call for Submission

We encourage additional input presentations by anybody curating or working with videogame data. If you are interested in joining, please send a short abstract to Martin Roth (martin.roth@uni-leipzig.de).

Attendance Policy:

Open to everyone

The IGDA Building Blocks of a Video Game Curriculum

Zonshin 310
Time:13:00-15:50 (170 min)

Organizers:

Ryan Bown (University of Utah)
Suzanne Freyjadis (IGDA edSIG Chair)
Mike Sellers (Indiana University)
Roger Altizer (Queensland University of Technology)

Main Feature

No papers will be presented at this workshop. Participants will be able to see the latest iteration of the IGDA Redesign Curriculum Framework and be involved in a round table discussion regarding its global adaptability usability.

Attendees will also get an opportunity to participate in the “Descriptions of Essential Knowledge”… by defining their dominions.

This workshop is for anyone involved in Games education at any level or considering starting a Games program of any size.

Attendance Policy:

Open to everyone, no limit

Playing (with) Race, Gender, and Queerness: A Serious Game Development Workshop

(Cancelled)

Time Slot: 9:00-15:50
Place: Zonshin 304

Organizers:

Dr. Kishonna Gray

Dr. Kishonna L. Gray (@kishonnagray) is an assistant professor in the Department of Communication and Gender and Women’s Studies at the University of Illinois at Chicago. Professor Gray previously served as a MLK Scholar and Visiting Professor in Women and Gender Studies and Comparative Media Studies at Massachusetts Institute of Technology (MIT) (2016-2017). Her work broadly intersects identity and new media although she has a particular focus on gaming. She is the author of Race, Gender, & Deviance in Xbox Live (Routledge, 2014) which as been described by T.L. Taylor “an insightful, original, and compelling piece of research.” Her current monograph is tentatively titled On Being Black And…The Journey to Intersectionality in Digital Gaming Culture and is currently under contract with LSU Press. Her work has been featured in both academic and public outlets. She’s also a featured blogger and podcaster with Not Your Mama’s Gamer.

Dr. Bobby Schweizer

Dr. Robert (Bobby) Schweizer is a game scholar and designer who is interested in themed space and expressive environments. He researches interaction design, play, and games in theme parks and is conducting media archaeology of Walt Disney Imagineering’s use of computers and digital technology. Bobby received his Ph.D. in Digital Media from the Georgia Institute of Technology where he studied representations of the city and urban practices in videogames. Bobby is the co-author of Newsgames: Journalism at Play (MIT Press, 2010) and co-editor of Meet Me at the Fair: A World’s Fair Reader (ETC Press, 2014).

Dr. Megan Condis

Dr. Megan Condis is an assistant professor of game studies at Texas Tech University. Her research investigates the ways that technologies come to be read as signifiers of specific racialized, gendered, and sexualized identities. She aims her work at a broad audience so that she might both help scholars think through the ways that technologies are used to discipline our identities and help engineers and developers imagine how they might create technologies that are read and deployed in new and liberating ways. For example, her book, Gaming Masculinity: Trolls, Fake Geeks, and the Gendered Battle for Online Culture (University of Iowa Press, 2018), argues that the proliferation of gendered narratives in and around video game culture has produced a meta-game of masculine performance that one must play to be considered a hardcore gamer. And yet, in spite of all this, women and queer gamers, who have recently begun entering into the subculture in huge numbers, find ways to bend the rules of this game of masculinity, creating ruptures that allow for alternative modes of play. Her current research project also investigates how technologies become gendered and how gender is technologized. Designing Women: Sex Bots, Virtual Secretaries and Other Gendered Constructions will chart the gendered dynamics of the workplaces in which computing technologies were born and will look at famous depictions of artificial intelligences in popular culture to examine how gender impacts the way we relate to our machines.

Main feature:

Over the last decade, digital games have experienced an unprecedented explosion in popularity across an increasingly diverse group of platforms and among an increasingly diverse group of players. The gaming industry generated over $70 billion in revenue worldwide last year, more than what the music and film industries were able to make combined. Furthermore, in addition to serving as entertainment, the power of games to encourage active participation with texts over their passive consumption is now being recognized as a potent rhetorical instrument for advertisers, recruiters, teachers, and even social and political activists. As a result, businesses, educators, politicians, political action groups, and other institutions of all kinds are clamoring for artists and designers who can help them learn how to create and deploy effective, persuasive serious games as a part of their larger media strategy.

Playing (with) Race, Gender and Queerness is a workshop designed to help participants learn about the game design process, analyze and interpret game systems as arguments, and avoid some of the common pitfalls associated with gamification. The morning session will begin with Dr. Kishonna Gray, who will walk participants through the early stages of the game development process, giving them prompts modeled on those from real world clients interested in using games to generate empathy. In small groups, participants will come up with short pitches, which they will then refine into fully developed design documents with the help of the larger cohort.

Next, Dr. Bobby Schweizer will run participants through a brainstorming activity called “Deep Variation.” This exercise asks asks the designer to squeeze every bit of juice out of an idea. Using the structure of the core loop, this design exercise challenges creators to find the nuances in their gameplay by planning out what it would mean to play through the loop continually—whether it be 5 times, 50 times, or 500 times—without ever repeating the same parameters.

Finally, Dr. Megan Condis will lead participants through a close reading or “close playing” activity designed to get participants thinking about how the game mechanics, design elements, and story combine to create meaning. This activity will ask designers to think about the possible ways that serious game mechanics might be exploited or abused in unexpected ways, including ways that could undermine the game’s overall intended message. In the afternoon, participants will work on translating their pitches into physical games/paper prototypes with the help of the workshop facilitators as part of a conference Game Jam competition. Participants are encouraged to chronicle their design process and share photos, demos, design docs, or prototypes on Twitter using the conference hashtag.

Attendance Policy:

Limited to 30 participants

Making Space for Inclusivity: Code/Spaces in Informal Games Education

Time Slot: 16:00-18:50
Place: Zonshin 304

(Cancelled)

Organizers:

Joshua D. Savage (Maynooth University)
Aphra Kerr (Maynooth University)

Main Feature:

The workshop will be a pair of small group discussions and activities about designing educational space for games education.
In each of the small group discussions, the groups will be asked to design a room layout for an informal education event that encourages all to participate equally regardless of background. In the full group discussions, the groups will share their ideas, and will examine each group’s designs and discuss them constructively with the guidance of the presenter. Discussion will focus on how the code/spaces afford the pedagogical opportunities for different groups, how these codes are culturally constructed and may be culturally specific, and how other factors (presenters, content, etc.) will affect learning outcomes in these spaces.

Attendance Policy:

Open to Everyone

Payful Method for Play and Game Research

(Cancelled)

Time Slot: 09:00-11:50
Place: Zonshin 204

Organizer/Planning committee/Facilitator:

T.B.D.

Attendance Policy:

T.B.D.

Room assignment

Room Capacity 9:00-11:50 Lunch 13:00-15:50 16:00-18:50
Zonshin 207 300 Contemporary issues on the Digital Game Research in Japan/ Japanese Track -日本デジタルゲーム学会2019年夏季大会- Contemporary issues on the Digital Game Research in Japan/ Japanese Track -日本デジタルゲーム学会2019年夏季大会- Contemporary issues on the Digital Game Research in Japan/ Japanese Track -日本デジタルゲーム学会2019年夏季大会-
Soshikan Training room 4 (2F) 11:20-12:30 Interactive Session 11:20-12:30 Interactive Session
Zonshin 310 200 The IGDA Building Blocks of a Video Game Curriculum Meta-data in Game Studies
Zonshin 311 200 Between Media Mix and Franchising Theory: A Workshop on the Theoretical Worlds of Transmedia Production
Zonshin 202 120 The Future of Location-based Gaming Research The Future of Location-based Gaming Research DiGRA 2019 One Hour Game Jam & Bitsy Tutorial
Zonshin 204 120 Playful Method for Play and Game Research (Cancelled) Diversity Workshop:Social Justice Tactics in Today’s LudoMix Diversity Workshop:Social Justice Tactics in Today’s LudoMix
Zonshin 206 100 Teaching Games: Pedagogical Approach Teaching Games: Pedagogical Approach Making of BitSummit-How Independent Game Movement Surged from Kyoto (16:15-17:15)
Zonshin 304 50 Playing (with) Race, Gender, and Queerness: A Serious Game Development Workshop (Cancelled) Playing (with) Race, Gender, and Queerness: A Serious Game Development Workshop (Cancelled) Making Space for Inclusivity: Code/Spaces in Informal Games Education (Cancelled)
Zonshin 305 50 “Ex-PhD-ition” – Gameful Support for the PhD Student’s Journey Teaching with Twitch: A Practical Workshop
Zonshin 306 50 Game Analysis Workshop Metaphor-based Character Design Ruins in Digital Games
Zonshin 307 50 DiGRA Local Chapter Meeting DiGRA doctoral consortium DiGRA doctoral consortium
Zonshin 308 50 DiGRA doctoral consortium DiGRA doctoral consortium