藁谷郁美研究室
Keio University
Shonan Fujisawa Campus

Cygames Research &
Keio University SFC
Collaborative Research
SFC Global Game Studies
(SFCGS)
About SFCGS and Our Research Goal
1. 学際的なゲーム・スタディーズの拠点構築
Creating a platform for interdisciplinary game studies
現在さまざまな形でゲームは私たちの生活と意識に影響を与えています。世界において、ゲーム・スタディーズが普及する中、本共同研究では日本における国際的かつ学際的なゲーム研究の拠点をSFCで形成し、メディア・コミュニケーションとゲームの分野で先駆者になることを目指します。
Video games are becoming one of the central media in the digital age. They are influencing our lives and our way of thinking. As "game studies" are expanding on a global level, we aim to become a pioneer in Japan to create a platform for global and interdisciplinary research on video games and related phenomena.
2. 国際的な展開と連携体制の基盤構築
Establish a base for global expansion and collaboration
グローバルなゲームスタディーズの拠点を形成するためには海外の大学との連携が必要不可欠です。また、そのような連携体制を築くことで、多様な視点からゲーム・スタディーズの拡大が可能となります。本共同研究では、特にドイツ語圏における大学と連携し海外から発信されるゲームやユーザ情報を収集・分析・比較します。
In order to establish a global platform for game studies, it is necessary to connect with other universities outside Japan. This provides the basis for a variety of research projects. Our collaborative research especially aims to establish a firm network with German universities to collect, analyze and compare information related to games, as well as players in Europe and Japan.
3. ランダム抽選システムの探求と理論化
Investigating "random reward system mechanism"
「『ガチャ』や『ルートボックス』がギャンブルである」という批判が広まる中、必ずしもそれらの仕組みを同一視することはできません。ゲームのおもしろさに着目したランダム抽選システムの理論化を目指します。
In public discourses, gacha and loot-box systems are often linked to gambling. However, current debates lack a scientific basis. In this research project, our aim is to create a taxonomy of random reward system mechanics, through empirical investigation, and thereby provide a foundation to critically examine the current discourses.
Project Members

藁谷郁美
Prof. Dr. Ikumi Waragai
慶應義塾大学(湘南藤沢キャンパス)
総合政策学部
政策・メディア研究科委員
Keio University Shonan Fujisawa Campus
Faculty of Policy Management
Graduate School of Media and Governance

佐藤友紀子
Dr. Yukiko Sato
慶應義塾大学(湘南藤沢キャンパス)
政策・メディア研究科 助教
総合政策学部講師(非常勤)
Keio University Shonan Fujisawa Campus
Graduate School of Media and Governance
Assistant Professor / Part-time Lecturer

倉林修一
Dr. Shuichi Kurabayashi
Cygames Inc.
技術顧問 / Cygames Research所長
慶應義塾大学政策・メディア研究科講師
Technical Advisor /
Director of Cygames Research
Keio University Graduate School of Media and Governance Lecturer

Stefan Brückner
慶應義塾大学(湘南藤沢キャンパス)
政策・メディア研究科
助教
Keio University Shonan Fujisawa Campus
Graduate School of Media and Governance
Assistant Professor
Research Projects
Collaborative Research on
Intercultural Comparative Game Analysis
-Studying the Reception of Japanese Video Game Titles in Europe-

日本と欧米のゲームに関して発信・受容される際の情報を調査・比較分析し、ドイツと日本ユーザの共有点や相違点を相対化することを目指します。
本研究を通して日本のゲームが他の言語圏・文化圏で発信・受容される際に必要な要素およびその要因を明らかにします。
In this project, we examine and compare Western and Japanese data on the reception of games. We aim to clarify differences and similarities between Western and Japanese users. We also critically examine the way Japanese games are received in the West and how this reception evolves.
Collaborative Analysis of Random Reward System Mechanism and Social Perception
-An Empirical Analysis of Gacha and Loot-box Systems-

本プロジェクトではランダム抽選システムを探求します。特に、Loot-boxに焦点を当て、そのメカニズムやゲーム性について実証的調査を通して明らかにしていきます。ランダム抽選システという概念の中でLoot-boxやガチャを位置付ける理論を確立させることが目的です。
This project is focused on the examination of random reward mechanisms in games. Through an empirical analysis, we clarify the function of such mechanisms in games and create a comprehensive taxonomy, encompassing, among others, "loot boxes" and "gacha" systems.
Achievements

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

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

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/.

The Handling of Personal Information in Mobile Games
December 19, 2017
Stefan Brückner, Yukiko Sato, Shuichi Kurabayashi, and Ikumi Waragai
The management of personal consumer information by corporate entities is a politically and socially sensitive subject. 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. Results suggest that how personal information is displayed in-game is largely dependent on the game genre. Privacy policies, while following the same template, differ in how detailed they are held. Lastly, replies to inquiries about information and requests for deletion varied greatly and sometimes were at odds with a company’s privacy policy. This investigation indicates the necessity of accumulating and sharing know-how and best practices for the design of privacy policies and the proper handling of personal information.
Advances in Computer Entertainment Technology (ACE 2017), pages 415-429, Lecture Notes in Computer Science, vol 10714. Springer, Cham, 2017, DOI: https://doi.org/10.1007/978-3-319-76270-8_29.
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