英語力をアップ!English Conference Workshop

7月31日(土)7時~9時 ET / 7月31日(土)20時~22時 JST
リープレイング・ジャパン・カンファレンスに興味を持っている学生、又は英語が母国語ではない学生や参加者のためにワークショップを開催します。ワークショップでは以下のトピックをカバーしたいと思っています
– 英語で自分の感想や意見を言いたくても言えないときどうするべき
– よく意味が分からない質問や英語で聞き取りにくい質問をどうやって答えるか
– 英語でネットワーキングの仕方・習慣などについて
– 英語をナチュラルに話すコツ

興味がある方にぜひこのフォームをシャアしてください:https://forms.gle/Yy3G288A5q8Sm7Gt9
よろしくお願いいたします。

Dr. Mimi Okabe will be hosting a workshop on Saturday, July 31 from 7 am – 9 am ET / July 31 from 8 pm – 10 pm JST for non-native English speakers who will be attending the Replaying Japan Conference or students interested in future conferences. The workshop will be informal and provide a space for those wanting to practice their English skills. Specifically, it will cover:
– how to ask for clarification in English
– how to politely decline questions you don’t understand or that are off-topic
– how to network and get in touch with scholars you’re interested in connecting with
– how to sound like a “natural” English speaker

Please circulate this form to students and colleagues who might find this workshop useful: https://forms.gle/Yy3G288A5q8Sm7Gt9 so that I can get a better sense of my audience.

Organization and Conference Committee

Organizers
AI for Society (AI4S)
Prince Takamado Japan Centre (PTJC)
Kule Institute for Advanced Study (KIAS)
University of Alberta

Co-organizer
Ritsumeikan Center for Game Studies
University of Delaware
Bath Spa University
Seijoh University
University of Liège
Université du Québec à Montréal (UQAM)
DiGRA Japan

Conference co-chairs
Geoffrey Rockwell
Aya Fujiwara
Jérémie Pelletier-Gagnon

Programme Commitee
Keiji Amano
Fanny Barnabé
Kazufumi Fukuda
Koichi Hosoi
Rachael Hutchinson
Mitsuyuki Inaba
Akito Inoue
Akinori Nakamura
James Newman
Mimi Okabe
Martin Picard
Martin Roth
Masayuki Uemura
Shuji Watanabe

Keynote Speakers

Youichiro Miyake
(SQUARE ENIX)

“The History of Game AI in Japan”

Bio:
Youichiro Miyake has been developing game titles while researching game AI technologies as lead AI researcher in SQUARE ENIX in these 10 years. He has developed and designed AI for many game titles.

– AI Technical Advisor, “FINAL FANTASY XIV”
– Lead AI Architect, “FINAL FANTASY XV”
– AI Technical Director, “KINGDOM HEARTS III”
– QA Automation AI Technical Advisor, “FINAL FANTASY VII REMAKE”
– Visiting Researcher, Research Center for Advanced Science and Technology, The University of Tokyo (October 2018 to present)
– Visiting Professor, Institute of Mathematics for Industry, Kyushu University (April 2019 to present)
– Specially Appointed Professor, Graduate School of Artificial Intelligence and Science, Rikkyo University (April 2020 to present)
– Chair of  SIG-AI in Japan Chapter, International Game Developers Association (IGDA Japan)
– Director, Digital Games Research Association (DiGRA) JAPAN
– Director, The Society for Art and Science

 

Eleni Stroulia

PhD, Computing Science Professor at the University of Alberta

“Games for Cognitive Health and Improved Mobility”

Abstract:
Mobility and cognition decline, associated with aging and illness, are the two most common, intertwined complexities faced by older adults. Games, in a variety of forms and technologies, offer an engaging method for older adults to exercise their cognitive and physical abilities. VibrantMinds and VirtualGym are two parallel projects that my team has been pursuing to investigate this hypothesis.
VibrantMinds offers a number of well known entertaining games, designed to challenge a person’s perception, attention, language and visual processing, and memory. Intentionally designed to become systematically more difficult over time, the users’ performance on them provides an indicator of their cognitive skills. At the same time, gameplay can be highly engaging and exercises and may potentially improve these skills.
VirtualGym is an exergames platform, offering a 2D and an immersive VR experience. The user is guided through exercises routines, modelled by exercise specialists in a special-purpose language, and demonstrated by a coach avatar in the former case, and implemented in game mechanics to which the user has to respond through movement in the latter case. VirtualGym exercise routines are adjustable to the user’s mobility and, at the same time, challenging.
In this presentation, we will discuss the two systems, the key premises underlying their design, and some initial findings from our studies.

Bio:
Dr. Eleni Stroulia is a Professor in the Department of Computing Science, at the University of Alberta. From 2011-2016, she held the NSERC/AITF Industrial Research Chair on Service Systems Management, with IBM. Her research focuses on addressing industry-driven problems, adopting AI and machine-learning methods to improve or automate tasks. Her flagship project in the area of health care is the Smart Condo in which she investigates the use of technology to support people with chronic conditions live independently longer and to educate health-science students to provide better care for these clients. In 2011, the Smart-Condo team received the UofA Teaching Unit Award. She has played leadership roles in the GRAND and AGE-WELL Networks of Centres of Excellence. in 2018 she received a McCalla professorship, and in 2019 she was recognized with a Killam Award for Excellence in Mentoring. She has supervised more than 60 graduate students and PDFs, who have gone forward to stellar academic and industrial careers. Since 2020, she is the Director of the University of Alberta’s AI4Society Signature Area, and since 2021, she serves as the Vice Dean of the Faculty of Science.

Welcome

August 9-13, 2021
Conference held on Zoom and Gather.Town

Register for Replaying Japan 2021 Here!
Replaying Japan 2021の参加登録はこちらから行って下さい。

Registration is FREE. Register so we can send you online participation information. You won’t get the links if you don’t register.
参加費は無料です。オンライン参加に必要なリンク情報をお送りするため、登録をお願いいたします。登録されない場合は、リンク情報が送信されません。

 

Since 2012, when we held the first meeting in Edmonton, the Replaying Japan conference has hosted researchers from various fields conducting research on Japanese game culture. The ninth international conference is also our 10th anniversary meeting. We are returning virtually to the University of Alberta 10 years after we first met for an online conference. We celebrate the rich and international research community that has evolved over the decade.

This year’s conference theme is “Artificial Intelligence in Japanese Game Culture”. Particular attention will therefore be paid to how AI is represented in Japanese games, the evolution of game AIs, and how big data analytics have changed the game industry.

Replaying Japan 2021 is being organized by a partnership of the AI for Society (AI4S) signature area, the Prince Takamado Japan Centre (PTJC), and the Kule Institute for Advanced Study (KIAS) at the University of Alberta.  It is organized in collaboration with the Ritsumeikan Center for Game Studies, the University of Delaware, Bath Spa University, Seijoh University, University of Liège, Université du Québec à Montréal (UQAM) and DiGRA Japan.

Call for Papers 2022 – Hybrid (English)

Replaying Japan 2022 – Call for Papers

(Hybrid, English)

The deadline for Replaying Japan 2022 – the 10th International Japan Game Studies Conference is

Deadline extended

April 30th, 2022

Notification of acceptance will be sent at the end of May


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.

Proposals in Japanese are most welcome! 日本語での発表要旨も受け付けます。

Call for Papers

Since 2012, when we held the first meeting in Edmonton, the Replaying Japan conference has hosted researchers from various fields conducting research on Japanese game culture. The tenth international conference will be hosted by Ritsumeikan University at the Osaka Ibaraki Campus. After a two year hiatus, we hope to have some aspects of this conference conducted on-site, with an online section for those unable to make it to Osaka. Through this conference we wish to continue to celebrate the rich and international research community interested in games and Japan that has evolved since 2012.

This year’s conference theme will be “Games for Learning”. Games in various formats will always have a role in our society, we learn through them, about them, and in playing them. While some might see games as frivolous play, others can see the learning potential gaming can provide. In the right context, games can be a powerful learning tool for children and adults alike.

This theme has been selected to allow participants to demonstrate the broad range in which Japanese games can be used as an instrument for learning. Particular attention will therefore be paid to how learning is represented in Japanese games. Proposals that address games for learning in Japanese game culture are thus encouraged, but other topics are also welcome. This conference focuses broadly on Japanese game culture, education, and industry. It aims to bring academics, educators, and the Japanese game industry together. Academics from all perspectives are welcome, including the humanities, social sciences, business, and education. We encourage poster/demonstration proposals of games or interactive projects related to these themes.

 

Conference Format

As the conference is being held in a hybrid format (online and on site), we will be following a compressed presentation format where presentations are short to leave time for questions.

  1. Each session will be 30 minutes and will have a chair.
  2. We will ask that full papers/posters/demos be uploaded a week before the conference to a conference website. 
  3. During the online sessions, presenters will not present their papers. Instead they will be given 3 minutes to summarize their work.
  4. There will be a respondent who will comment briefly on the papers/posters/demos and ask the first questions.
  5. We will take written questions from the online chat.
  6. Sessions will be in English, but we will have translation support for presenters who are not comfortable with English.
  7. For work in progress there will be a special Lightning Talks session.
  8. All sessions will be recorded and shared among the participants. We intend to make them accessible to a wider audience after the conference, pending the approval of the speakers.

 

Submission Guidelines

Abstracts must be submitted to replayingjapan@gmail.com as a MS Word Document. The abstract should be no more than 500 words. Figures, tables and references do not count toward the word limit. Please include your name, affiliation and email address in the email, but not in the submitted abstract. In addition, please add the title of your presentation/demo in the email as well when submitting.

The following paper categories are welcome:

  • Full papers: If accepted you will be expected to submit a paper (around 3,000 words) or a video presentation (up to 20 minutes) in English one week before the conference.
  • Posters/demos: Presenters who want to demonstrate innovative work best shown visually rather than submit a written paper should take advantage of our poster/demo sessions. If accepted you will be expected to submit a poster OR a short video (up to 5 minutes) in English a week before the conference. Again, there will be an online session where you can talk to your poster/demo.
  • Lightning Talks: If you have work in progress that you would like to present we will have a Lightning Talk format. Abstracts can be shorter than 500 words. If accepted you will be expected to post a short video a week before and to submit a single PowerPoint slide. We will have a session when each Lightning Talk presenter will get 1 minute to talk to their slide.

It is understood that by submitting to Replaying Japan 2022 you assert that the work is original and that there are no copyright issues. You also agree to let the University of Alberta post you work and archive the conference proceedings/video/draft papers. 

Note that we plan to have support for Japanese speakers for whom presenting in English is difficult. We will have workshops in Japanese for graduate students on preparing for presentations at international conferences. We will also have ad-hoc translation support during the conference to help with presentations and questions. 

Announcing: The Prince Takamado Japan Centre will also be awarding two essay prizes (1500 words) to the best student presentations on Japanese games. These will have a value of $500 CAD each.

 

Important dates

Submission of proposals: April 15, 2022

Notification of acceptance: May 31, 2022

Revised proposals in English due: July 15, 2022

Full papers, video presentations, posters etc.: August 10, 2022

Conference: August 25-28, 2022

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.

Call for Papers 2022 – (日本語)

【】第10回国際日本ゲーム研究カンファレンス-Replaying Japan 2022

 (ハイブリッド、立命館大学大阪いばらきキャンパス)

 

Deadline extended

投稿締め切り:2022年4月30日

採択通知:2022年5月31日予定


第10回国際日本ゲーム研究カンファレンス-

Replaying Japan 2022


テーマ: 学習ゲーム ・ Games for Learning

日時: 2022年8月25日〜28日

場所: ハイブリッド(立命館大学大阪いばらきキャンパス & オンライン)

発表募集

Replaying Japanは、各国の研究者、学生、ゲームクリエイターが一堂に会し、発表と交流を図ることを目的としています。

Replaying Japanは、2012年より、日本のゲーム文化を研究している様々な分野の研究者が参加する会議として開催されてきました。第10回目となる今回は、立命館大学大阪いばらきキャンパスとオンラインのハイブリッドで開催します。2012年以降、進化し続けてきた国際的に優れた研究者コミュニティが、この会議を通じて、より力強く発展していく機会になるものと考えています。

今回のテーマは「学習ゲーム・Games for Learning」です。ゲームを通じて学び、ゲームについて学び、ゲームをする際にその内容を自然に覚えてしまうことが多い私たちにとって、ゲームは、社会の中で常に大切な役割を担ってきました。ゲームを不真面目な遊びとして評価する人もいれば、その学習における可能性に着目する人も多くいます。しかし、適切な文脈で活用すれば、ゲームは大人にとっても子供にとっても、学び(学習)のための強力なツールになりえます。

今回のテーマは、日本のゲームが学習ツールとして持つ多様な可能性を紹介・議論するために設定されました。もちろん、これまでと同様に、人文学・社会科学・ビジネス・教育の観点から、日本のゲーム文化・ゲーム産業など、学習とゲームに関わるもの以外にも日本とゲームの関係を扱う投稿を歓迎します。また、これらのテーマに関連したゲームやインタラクティブなプロジェクトのポスターやデモンストレーションの提案も募集します。

 

【発表環境】

Replaying Japan 2022はハイブリッド(対面・オンライン)で開催されるため、ショートプレゼンテーション形式を採用し、質疑応答のための時間を長くとります。

  1. 各セッションは30分で、司会者がつきます。
  2. 論文、ポスター、デモは、開催の1週間前までにカンファレンスウェブサイトにアップロードしていただきます(詳細は後日お伝えします)。
  3. オンラインセッションでは、発表者は論文を発表しません。その代わりに、発表者には3分間の要約報告をお願いします。
  4. コメンテーター(respondent)が論文、ポスター、デモについて簡単なコメントをし、最初の質問をします。
  5. オンラインチャットからの質問も受け付けます。
  6. セッションは英語で行われますが、英語が苦手な発表者のために翻訳サポートがあります。
  7. 進行中の研究については、特別にライトニングトークセッションを行います。
  8. 全セッションを録画し、参加者に共有する予定です。発表者の賛同を得る場合に限り、開催後録画したセッションを公開する方針です。

 

【投稿ガイドライン】

発表要旨は、英語(500語以内)または日本語(1200字以内)MSワード様式でreplayingjapan@gmail.comへご投稿ください。 図・表・参考文献リストは字数に含まれません。投稿する際、お名前、ご所属、メールアドレスを、投稿要旨に含めず、投稿メールでのみお知らせください。また、発表タイトルはメール・投稿要旨のどちらにも含めてください。

論文のカテゴリーは以下の通りです。

  • フルペーパー。採択された場合は、会議の 1 週間前に論文の草稿(英語、3000語前後)またはビデオプレゼンテーション(20分以内、英語)を投稿していただきます。
  • ポスター/デモ。書面での発表よりも、視覚的に革新的な研究成果をアピールしたい方は、ポスター/デモセッションをご利用ください。採択された場合は、会議の1週間前までにポスターまたは短いビデオ(5分以内、英語)を提出していただくことになります。オンラインセッションでは、ポスター/デモを見ながら話をすることができます。
  • ライトニングトーク。発表したい進行中の作品・研究がある場合は、ライトニングトーク形式で発表いただけます。採択された場合は、会議の1週間前に短いビデオを投稿していただき、1枚のパワーポイントスライドを提出していただきます。

 

Replaying Japan 2022に投稿する論文・発表・ポスターなどのすべてはオリジナルである必要があります。投稿者は、投稿する資料に著作権の問題がないことを保証します。投稿することで、投稿者は、(会議の録画資料を除く)投稿資料、発表資料、プロシーディングスなどを、アルバータ大学のレポジトリーに保管することに同意する。 

本会議は、国際交流に焦点を当て、日本語母国語者に発表資料の準備や英訳に関してできる限りのサポートをします。その一環として、英語報告の基礎に関するワークショップを事前に開催する予定です。会議中には、一部のセッションや質疑応答にかぎり必要に応じて通訳を提供する予定です。気軽にお問い合わせください。

【告知】The Prince Takamado Japan Centreは、日本のゲームに関する学生の発表の中で、優れた発表を二件選び、エッセイ賞を授与することになりました。エッセイ賞は1500ワードが目安となります。また、エッセイ賞には500カナダドルが付与されます。

 

【スケジュール】

投稿締め切り: 2022年4月15日

採用通知: 2022年5月31日予定

投稿要旨修正締切: 2022年7月15日

論文・ビデオ・ポスターなどの発表資料投稿締め切り:2022年8月10日

会議開催:2022年8月25日〜28日

 

連絡先

ご不明な点や質問がございましたら、replayingjapan@gmail.com までお寄せ下さい。 皆様の積極的な投稿をお待ちしております。

英語でのご投稿を検討されている方は、replaying.jpの英語版CFPをあわせてご確認ください。

Replaying JapanのTwitterは #replayingjapan

 

主催

立命館大学ゲーム研究センター

 

共催

The University of Alberta(AI4Society of the University of Alberta, The Prince Takamado Japan Centre, Kule Institute for Advanced Study)、University of Delaware、Bath Spa University、星城大学、Université de Liège、Université du Québec à Montréal (UQAM)、日本デジタルゲーム学会(DiGRA JAPAN)

 

カテゴリーConference、Event、ReplayingJapan