Replaying Japan 2022 – Call for Papers

Replaying Japan 2022 

Online and on-site at Ritsumeikan University (Osaka Ibaraki Campus)


Replaying Japan 2022: The 10th International Japan

Game Studies Conference


Conference theme: Games for Learning

Date: August 25-28, 2022

Location: Hosted online and on site at Osaka Ibaraki Campus by Ritsumeikan University

Please be aware that, as of now, it is not possible to enter Japan on a tourist visa. No exceptions can be made for academic conferences. Participants from outside Japan should assume at this stage that their presentation will be made online. We thank you for your understanding and will update you if there are any changes.

Keynotes 2022


Dr. James York

James is a senior assistant professor at Meiji University where he teaches and conducts research on the application of games and play in language and literacy teaching. He is currently exploring projects in the following areas:

– Teaching cyberpragmatics through analysis and participation in Reddit communities.
– “Doing things with games and play” (Having a societal impact with game design).
– The language of games and play (genre analysis, game literacy, learning about the games industry).
– A PBL class focused on the SDGs.
– A task-based language teaching approach to learning English communication skills with board and video games.

James also edits Ludic Language Pedagogy, an open-access journal that publishes research on the integration of games and play into language teaching practices.


明治大学の専任講師として、言語やリテラシー教育におけるゲームや遊びの可能性について研究を行っている。現在、以下のプロジェクトを実施中。

– Reddiの分析や参加による言語教育。
– “Doing things with games and play”(ゲームデザインの社会的かつ教育的なインパクトについて)。
– ゲームと遊びの言語(ジャンル分析、ゲームリテラシー、ゲーム産業についての学習)。
– SDGsに焦点をあてたPBL授業。
– ボードゲームやビデオゲームを使った英語能力を育む授業。

また、ゲームや遊びを言語教育実践に取り入れるための研究を掲載するオープンアクセス・ジャーナル「Ludic Language Pedagogy」の創立者かつ編集者。


岸本 好弘

岸本好弘は、ゲーミフィケーション・デザイナーLv98、日本ゲーミフィケーション協会の代表賢者です。

彼はファミコンが存在する前に、からずっとゲームをデザインしています。ナムコとコーエーのような会社で働いているテレビゲーム発展の29年の経歴で、彼は、ちょうど60のゲーム開発に携わりました。

その後、彼は、同じフィールドの研究者になりました。東京工科大学メディア部の準教授でした。ビデオゲームの力がどのように教育と社会全体のために用いることができるのかについて、彼の研究は集中しました。

その後、彼は日本ゲーミフィケーション協会を立ち上げました。日本の教育や仕事や子育てなどがゲーミフィケーションを活用して、よりやる気に満ち溢れることを目指して、ゲーミフィケーションの講演や勉強会を行っています。「世界を神ゲーに。」が彼のミッションです。

彼の好きな食べ物はオムライスです。


Dr. Yoshihiro Kishimoto

Yoshihiro Kishimoto is a level 98 gamification designer and sage-level representative of the Japan Gamification Association.

He has designed video games long before the Nintendo Entertainment System existed. With 29 years of experience under his belt as a video game developer, Yoshihiro has worked at companies such as Namco and Koei, and has developed 60 games to date.

He wore the hat of a game researcher. He was an associate professor at Tokyo University of Technology School of Media Science, where he taught classes and workshops on gamification. His research was focused on how the power of video games can be used to benefit education and society at large.

He then founded Japan Gamification Association. He gives lectures and holds workshops with the aim of helping motivate people gamify things such as education, work, and child-rearing in Japan. His ultimate mission is to “make the world a fun game!”

His favorite food is Omurice.


Further Keynotes TBC

Contact Information

For more information see www.replaying.jp or contact replayingjapan@gmail.com. 

You can follow us on Twitter at #replayingjapan

 

Organizing Committee

Replaying Japan 2022 is organized by the Ritsumeikan Center for Game Studies, in collaboration with University of Alberta (AI for Society (AI4S) signature area, the Prince Takamado Japan Centre (PTJC), and the Kule Institute for Advanced Study (KIAS)), University of Delaware, Bath Spa University, Seijoh University, University of Liège, Université du Québec à Montréal (UQAM) and DiGRA Japan.