The Journal of Information Science and Technology Association
(Johono Kagaku to Gijutsu)
Abstract

Vol. 62(2012), No.12

Game as a service

Games as a service platforms

Toru FUJIMOTO
Interfaculty Initiative in Information Studies, the University of Tokyo
7-3-1 Hongo, Bunkyo-ku, Tokyo 113-0033 JAPAN

Abstract: The paper presented the essential game elements and framework to understand the concept of "Games as service platforms", and discussed how a game-based approach can be used for social change. The paper also addressed the structural changes in terms of the business models of game industry as well as the potential impact on the information service industry. 3-level design approaches that demonstrated how to infuse game elements in information services were introduced. By illustrating these approaces in a library services context, the author argued the potential of games to innovate the design of information service platforms.

KeywordsF  Game-based learning / serious games / games and education / learning games / gamification

RefMasterFAn E-learning game for the improvement in reference skills

Tomomi MITSUISHI, Miyuki TOZAKI, Shuntaro KAWAMURA, Hiroyuki NAKATSUKA, Shota ATAGO, Makoto OKAMOTO, Yoji KIYOTA
University of Tsukuba
1-2 Kasuga, Tsukuba, Ibaraki 305-8550, JAPAN

Abstract: Ref.Master is a tool for the improvement in reference skills. It used the collaborative reference database which the National Diet Library offers. Ref.Master allows users to learn reference skills with a feeling of playing games. Moreover, Ref.Master is using the approach of "GWAP (Game with a Purpose)". GWAP aims to solve difficult problems for a computer as a by-product through a game that people played. Through the approach of GWAP, we have planned to contribute to improvement in the quality of the reference database.
In this paper, we describe the two aspects of Ref.Master as a game for motivating learners and encouraging their continuous learning, and as a tool to generate useful data to acquire knowledge, as well as its background, functions and findings from learner's logs.

KeywordsF  collaborative reference database / GWAP / crowdsourcing / information technology / development camp / libraries / academic world / real world

Educational board game for career planning (Happy Academic Life 2006): Production, distribution and progress

Hiroshi YAMAKAWA–1,Ryutaro ICHISE–2
–1Academic Life Club
–2National Institute of Informatics
1-10-3, Ogura, Saiwai-ku, Kawasaki, Kanagawa, 212-0054 JAPAN

Abstract: In the 21st century, it became difficult to develop IT researchers career only depending on strong expertise. From this background, we have developed a board game called Happy Academic Life 2006 (HAL2006) as a teaching tool mainly for young researchers. This game was distributed to all members of the Japanese Society for Artificial Intelligence. Afterward video game version (D-HAL2006) was developed and it was distributed in 2012. By referring his own play log, player can objectively self-reflect with long range view. This self-reflection seems to promote transfer processes of lessons from a researcher's career to other various career targets. We are researching an education support gaming system, which integrate the D-HAL2006 with an intelligent tutoring system.

KeywordsF  career planning / researchers' career / serious games / D-HAL2006 / education support gaming system / self-reflection / intelligent tutoring systems / Japanese Society for Artificial Intelligence

Significance of serious game for rehabilitation in super-aging society

Hiroyuki MATSUGUMA–1,Hiroko HIGASHI–2,Jiro KAJIWARA–2,Fumitada HATTORI–2
–1Kyushu University
–2 Nagao Hospital
4-9-1, Shiobaru, Minami-ku, Fukuoka 815-8540, JAPAN

Abstract: Serious Game Project at Kyushu University has developed "REHABILIUM" the rehabilitation game to support stand-up training since 2010 in collaboration with Nagao Hospital to make the hard training enjoyable. The results from the clinical trials of the game both at hospital and Long-Term Care Health Facility showed it was a useful and safe game. In this article, I introduce the significance of the game for rehabilitation taking in consideration of upcoming super aging society and specific issues when you bring them to the medical or welfare facilities.

KeywordsF  serious game / gamification / rehabilitation / health care / super ageing society / digital contents / design

Game research: Now and in the future

Hiroyuki IIDA
Japan Advanced Institute of Science and Technology
Asahidai 1-1 Nomi, Ishikawa 923-1292 JAPAN

Abstract: In this article we present an overview of game research based on the model of three masters: the master of winning, the master of playing and the master of understanding. They correspond to each of the three aspects that games possess: competitiveness, entertainment, and interaction between intelligences of players. Then the human intelligence and artificial intelligence are compared with focus on the "resigning" in games, and "opponent modeling". Moreover, we introduce two innovative approaches: "game-refinement theory" and "game information dynamics" to observe the two aspects of games: entertainment and intellectual interaction, respectively. A man-machine match is shown to analyze the information energy in the field of game.

KeywordsF  model of three masters / artificial intelligence / minimax-based game-tree search / opponent-model search / game-refinement theory / game information dynamics
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