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Keio University Shonan Fujisawa Campus 

Graduate School of Media and Governance 

Academic Project  

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Language Learning 

             Design Project

Goal

Purpose of
Academic Project 

Members

Academic Project

​Teachers & Members

Projects

Project Themes &
Introduction

Achievements

Presentations・ 
Publication​s・Others

About LLDP and Our Research Goal

This project will instruct the participants in the basics of the foreign language education research, not only focusing on the practical approach but also on how to conduct quantitative experimental research as well as qualitative empirical research.

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Focusing on cross-sectional fields involved in language activities, the goal of this project is to cultivate human resources in the fields of education, administration, business and media. This project, raises questions from the viewpoints of the main field of study and research themes of each participant and aims to acquire an awareness at the meta level shared through discussion.

Focusing on cross-sectional fields involved in language activities, the goal of this project is to cultivate human resources in the fields of education, administration, business and media. This project, raises questions from the viewpoints of the main field of study and research themes of each participant and aims to acquire an awareness at the meta level shared through discussion.

Starting from 2017, our academic project has successfully achieved research grants and has been supporting several individual research projects
Academic Exchange Grants. (2017). "Language Learning & Teaching Design".
Academic Exchange Grants. (2018). "Language Learning & Teaching Design".
Academic Exchange Grants. (2019). "
Language Learning & Teaching Design".

Faculty Members

Prof. Dr. Ikumi Waragai

Dr.Phil. (Universität Bonn)

Research Area: 
Religion and Culture, Media Comparison, Second Language Learning (German), 
CALL, German Literature.

Prof. Dr. Yasushi Kiyoki

Ph.D. in Engineering, (Keio University 1983)

Research Area: Multimedia Database, Multidatabase.

Dr. Shuichi Kurabayashi

Ph.D. in Media and Governance (Keio University 2007)

Technical Advisor / Director of Cygames Research / Lecturer for Media and Governance

Research Area: Multidatabase, Active Database, Multimedia Database and Game Studies.

Stefan Brückner

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance

Assistant Professor

Research Area: Game Studies, Media Studies, Cross-cultural comparison.

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Students

Niklas Dehlwes

Niklas Dehlwes

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance
Master's Course 1st Year

Research Area: Fake News Analysis.

Rin Maruyama

Rin Maruyama

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance
Master's Course 1st Year

Research Area: Game Studies.

Kim Jihye

Kim Jihe

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance
Master's Course

Research Area: . 

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藤谷悠

Hiroki Fujitani

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance

Doctoral Course 2nd Year

​Research Area: Hikikomori Studies, Intercultural Competence.

松木瑶子

Yoko Matsuki

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance

Doctoral Course 1st Year

Research Area: French Language Education, Intercultural Competence.

Katarina Cheng

Karatina Cheng

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance
Master's Course 1st Year

Research Area: Media Audience Analysis. 

徐 銀永

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance

Research Area: . 

Bingjie Zhou

Bingjie Zhou

Keio University Shonan Fujisawa Campus

Graduate School of Media and Governance
Master's Course 

Research Area: . 

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「ひきこもり学」の構築〜当事者研究、アール・ブリュット、制度的精神医療の観点から〜

Hiroki Fujitani

外国語教育における異文化教育の課題と可能性 ―日本の中等教育を視座にして―

Yoko Matsuki

研究概要 Coming Soon! 

The Function of Christian Elements in the Media: Analyzing the News Coverage of the Great East Japan Earthquake in Germany and USA

Yukiko Sato, Irene Rachmawan, Stefan Brückner

Previous research has shown that Christian elements appear outside their original religious context, and are used in mass media, as well as political texts and speeches. When comparing the perspectives of news media from different areas, it is thus important to investigate the role of Christian elements in the news and whether they are employed consciously or not.This study analyzes and compares the news coverage on the 2011 Great East Japan Earthquake (3.11 disaster) in German and American newspapers. Germany and America were chosen based on their Christian background. Towards this aim, 1) a content analysis of news articles and 2) survey interviews with readers and journalists were carried out. The content analysis was supported by the design and implementation of an original database system “UniFoDB” (Unified Format and Database for Analyzing Christian Elements in Newspapers). UniFoDB enables the comparison of newspaper article data delivered in different languages, by applying cultural language meta tags to the articles. The tags are generalized based on the Christian elements found throughout the news content analysis by the researcher. The system also visualizes the relation between an article’s content, the Christian elements and their functions. 

  

Chartering the Context: Player Experience Across Cultures

Stefan Brückner

As with other media, the way players experience, interpret and evaluate digital games is inextricably linked to their cultural backgrounds. However, the “current research gap in comparative game studies” (Elmezeny and Wimmer 2018, 81) severely limits out ability to make assertions on the exact nature of these differences across cultures. This dissertation project aims to contribute towards closing this research gap, by realizing an empirically grounded comparative research design, focused on a computer assisted mixed-method analysis of German and Japanese online user reviews and an analysis of player data, gathered through the use of think-aloud-protocol (TAP) in supervised play sessions of 6 German and Japanese players.

Analyzing Random Reward System Mechanics and Social Perception

Stefan Brückner, Shuichi Kurabayashi, Yukiko Sato and Ikumi Waragai

So called “loot boxes” continue to be a highly controversial topic among the gaming press, player communities and in wider public discourses. The growing debate about loot boxes has also contributed towards a rise in academic interest. However, to facilitate a fruitful debate on this contentious topic, a clear definition of what we talk about, when we talk about loot boxes becomes necessary. Whether they are implemented as a means of monetization or not, the aim of this project is to establish an empirically grounded taxonomy of monetized random reward mechanisms, by comparing how they are implemented in different games on different platforms.

2019 International Conference of the Digital Games Research Association (DiGRA'19), 4 pages, Kyoto Japan, August 6-10, 2019, http://www.digra2019.org

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Achievements 2016-2019

August 29, 2019

Ikumi WaragaiI, Makoto Ishii, Andreas Meyer, Tatsuya Ohata, Yukiko Sato, Stefan Brückner and Shuichi Kurabayashi

One of the most important challenges in foreign language education is how to connect learnings acquired in the classroom with the daily lives of learners or with their learning outside the classroom. We have developed Platzwit neu, a mobile web app that uses highly agile software. Through such functionality as GPS, visual text input, and acoustic text replay, this app allows users to transfer content learned in the classroom into the context of their individual daily lives. Utilizing a cloud system, the learners can create their own visual or acoustic texts based on the content learned in class and allocate them to any defined location for on-the-spot exposure.
 

European Association for Computer Assisted Langauge Learning (EUROCALL) 2019 Call and Complexity, Louvain-la-Neuve, Belgium, August 28-31 2019, https://sites.uclouvain.be/eurocall2019/.

Analyzing random reward system mechanics and social perception

August 05, 2019

Stefan Brückner, Shuichi Kurabayashi, Yukiko Sato and Ikumi Waragai

So called “loot boxes” continue to be a highly controversial topic among the gaming press, player communities and in wider public discourses. The growing debate about loot boxes has also contributed towards a rise in academic interest. However, to facilitate a fruitful debate on this contentious topic, a clear definition of what we talk about, when we talk about loot boxes becomes necessary. Whether they are implemented as a means of monetization or not, the aim of this project is to establish an empirically grounded taxonomy of monetized random reward mechanisms, by comparing how they are implemented in different games on different platforms.

2019 International Conference of the Digital Games Research Association (DiGRA'19), 4 pages, Kyoto Japan, August 6-10, 2019, http://www.digra2019.org.

Chartering the Context: Player Experience Across Cultures

August 06, 2019

Stefan Brückner

As with other media, the way players experience, interpret and evaluate digital games is inextricably linked to their cultural backgrounds. However, the “current research gap in comparative game studies” (Elmezeny and Wimmer 2018, 81) severely limits out ability to make assertions on the exact nature of these differences across cultures. This dissertation project aims to contribute towards closing this research gap, by realizing an empirically grounded comparative research design, focused on a computer assisted mixed-method analysis of German and Japanese online user reviews and an analysis of player data, gathered through the use of think-aloud-protocol (TAP) in supervised play sessions of 6 German and Japanese players.

2019 International Conference of the Digital Games Research Association (DiGRA'19), Doctoral Consortium, Kyoto Japan, August 6-10, 2019, http://www.digra2019.org

―フランス語の教科書とオンライン教材の比較、および授業実践の参与観察を通して― ​

June 08, 2019

松木瑶子

概要

日本フランス語教育学会2019年度大会, 2019年6月9日, 於:大東文化会館, https://sjdf.org/blog/235.

教師はいつ教師になるのか:「学びのドーナッツ論」における二人称的他者(YOU)として

March 24, 2019

藤谷悠, 松木瑶子, 國枝孝弘

概要

第33回関西フランス語教育研究会, 2019年3月25日, 於:上田安子服飾専門学校(大阪府).

Christian Elements in the News: Analyzing the News Coverage of the 2011 Great East Japan Earthquake in Japan, Germany and the USA.

January 02, 2019

Yukiko Sato, Stefan Brückner

This study explores the use of Christian elements in news discourses and analyzes the functions, as well as differences, in the use of religious elements from a semantic approach. We compare the German, American and Japanese news coverage of the 2011 Great East Japan Earthquake (3.11 disaster) between March 2012 and March 2017, following a media discourse analysis approach. 

In: T. Endrjukaite, A. Dudko, H. Jaakkola, B. Thalheim, Y. Kiyoki, & N. Yoshida (Eds.), Information Modelling and Knowledge Bases XXX (pp. 319-333). IOS Press. DOI: 10.3233/978-1-61499-933-1-319.

Exploring Cultural Differences in Game Reception: JRPGs in Germany

July 24, 2018

Stefan Brückner, Yukiko Sato, Shuichi Kurabayashi, and Ikumi Waragai

In this paper we present the first results of an ongoing research project, focused on examining the European reception of Japanese video games, and comparing it with the reception in Japan. We hope to contribute towards a better understanding of how players’ perception and evaluation of a game are influenced by their cultural background. Applying a grounded theory approach, we conducted a qualitative content analysis of articles from German video game websites, user comments, written in response to these articles, as well as Japanese and German user reviews from the respective Amazon online stores and Steam. Focusing on the reception of three Japanese RPGs, our findings show that considerable differences exist in how various elements of the games are perceived. We also briefly discuss certain lexical differences in the way players write about games, indicating fundamental differences in how Japanese and German players talk (and think) about games.

2018 International Conference of the Digital Games Research Association (DiGRA'18), Turin, Italy, 25-28 July, 2018, http://www.digra.org/digital-library/publications/exploring-cultural-differences-in-game-reception-jrpgs-in-germany-and-japan/.

『ハーフ』と『ひきこもり』の部分的つながり

March 09, 2018

藤谷悠

概要

言語文化教育研究学会第4回年次大会, 2018年3月10日, 於:立命館大学(京都府).

The Handling of Personal Information in Mobile Games

December 19, 2017

Stefan Brückner, Yukiko Sato, Shuichi Kurabayashi, and Ikumi Waragai

This paper examines how personal information is handled by mobile game developers and displayed inside mobile games. 38 mobile games from 29 developers were examined, chosen based on their popularity as expressed by the rankings in the Google Play store. An investigation was made into the type of information that is required during the registration process, what information is optional, and what information is finally displayed in the game and to whom. In a second step, the privacy policies of the 29 mobile game developers were compared, examining them for differences in content. Lastly, the reaction of game developers to written requests for information disclosure and deletion was investigated. 

In: Advances in Computer Entertainment Technology (ACE 2017), pp. 415-429, Lecture Notes in Computer Science, Vol 10714. Springer, Cham, 2017, DOI: https://doi.org/10.1007/978-3-319-76270-8_29.

二層構造の間を往来する『観光』としての複言語・複文化フィールドワークの実践

November 22, 2017

藤谷悠

概要

南藤沢学会第15回研究発表大会, 2017年11月23日, 於:東京ミッドタウン(東京都).

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Research Goal
Members

Research Projects

Research Projects
Achievemnts

Project Members

Prof. Dr. Takahiro Kunieda
Ph.D. in Literature (Université de Toulouse-Le Mirail 1999)

Research Area: 
French Literature, French Language Education.

Assistant Prof. Hasumi Nishikawa
Ph.D. in French Studies, (Université de Montréal, In progress)
Research Area: 
French Literature, Teaching French as a Foreign Language.

佐藤友紀子

Specially Appointed Assistant​ Prof. Dr. Yukiko Sato

Ph.D. in Media and Governance
(​Keio University 2019)

Research Area:

Cross-Cultural Media Content Analysis, Game Studies and Education Design, Langauge Learning Design.

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