Keynotes 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.


lara Fernández-Vara

Clara Fernández-Vara is Associate Arts Professor at the NYU Game Center. She is a game scholar, designer and writer. Her main research interest is the study and creation of narrative games, and how they create worlds as sites of performance. Clara’s digital media work is grounded in the humanities, informed by her background in literature, film and theatre. Her current work focuses on detective games and their relationship with other media. Her book, Introduction to Game Analysis, been published by Routledge. and is now on its second edition.

Replaying Japan 2022 – Call for Papers

Replaying Japan 2022 

Online and on-site Hotel Anteroom Kyoto 


Replaying Japan 2022: The 10th International Japan

Game Studies Conference


Conference theme: Games for Learning

Date: August 25-27, 2022

Location: Hosted online and on-site at Hotel Anteroom Kyoto by Ritsumeikan University

Please note that as of August 10th, 2022 the location for the on-site section of this conference has changed to the Hotel Anteroom in Kyoto. 

All keynotes and presentations on August 25th and 26th will now be held online. The morning session on August 27th will also be online. Only the poster presentations on August 27th and the keynote held in the afternoon will be conducted on-site. 

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.

Replaying Japan2022における会場変更のお知らせ

COVID-19の状況を踏まえ、Replaying Japan 2020におけるオンサイト部門の開催場所が、立命館大学OICキャンパスから、京都のホテル・アンテルームに変更となりましたので、ご注意ください。

8月25日、26日の基調講演とプレゼンテーションは、すべてオンラインで行われるようになりました。また、8月27日のモーニングセッションもオンラインとなります。27日のポスター発表と午後の基調講演のみ、現地で実施します。

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。


Mr. 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.


Clara Fernández-Vara

Clara Fernández-Vara is Associate Arts Professor at the NYU Game Center. She is a game scholar, designer and writer. Her main research interest is the study and creation of narrative games, and how they create worlds as sites of performance. Clara’s digital media work is grounded in the humanities, informed by her background in literature, film and theatre. Her current work focuses on detective games and their relationship with other media. Her book, Introduction to Game Analysis, been published by Routledge. and is now on its second edition.


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.

Current Call for Papers

 

The deadline for Replaying Japan 2021 – the 9th International Japan Game Studies Conference has been extended to April 30th, 2021

Notification of acceptance will be send in early June


Replaying Japan 2021: The 9th International Japan Game Studies Conference


Conference theme: Artificial Intelligence in Japanese Games

Date: August 9-13, 2021

Location: Hosted Online by the University of Alberta

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 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.

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.

This year’s conference theme will be “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.

Proposals that address artificial intelligence 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 education, and the Japanese game industry from the perspectives of humanities, social sciences, business, or education. We encourage poster/demonstration proposals of games or interactive projects related to these themes.

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.

The deadline for submitting to Replaying Japan 2021 is April 30th, 2021

Notification of Acceptance: Early June, 2021

As the conference is being held online 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 to 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 a few 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.

All papers must be original. The following paper categories are welcome:

  • Full papers (500 words): If accepted you will be expected to post a draft paper (around 3,000 words) or a video presentation (up to 20 minutes) a week before the conference. The paper can be in English or Japanese, but must have an English abstract.
  • Posters/demos (500 words): 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 of no more than 5 minutes a week before. Again, there will be an online session where you can talk to your poster/demo.
  • Lightning Talks (300 words): If you have work in progress that you would like to present we will have a Lightning Talk format. 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.

Figures, tables and references do not count toward the word limit. It is understood that by submitting to Replaying Japan 2021 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. 

Proposals in Japanese are most welcome! 日本語の発表要旨はrcgs[a]st.ritsumei.ac.jpにご送付ください。詳しくはRCGSのウェブサイトをご覧ください

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 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.

Contact Information

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

You can follow us on Twitter at #replayingjapan