2026年度第3回定例研究会「Participation in Marketing of Digital Games」「Slovak University of Agriculture in Nitra」

来る2026年5月11日(月曜日)、立命館大学ゲーム研究センターによる2026年度第3回定例研究会を実施致します。発表者は、Zdenko Mago氏ならびにMiroslav Macák氏です。本研究会は事前の参加登録が必要となっております。お誘い合わせの上、奮ってご参加のほど、お待ちしております。
The Ritsumeikan Center for Game Studies will hold its 3rd workshop of the 2026 academic year on Monday, May 11th, 2026. The presenters will be Zdenko Mago and Miroslav Macák. Pre-registration is required to participate in this workshop. We look forward to your active participation.

■参加登録  Registration
https://forms.gle/ro9W1ZX2casmPTV29
参加登録の締切は5月9日(土)となっております。
The deadline for registration is Saturday, May 9.

■日時 Date and Time
5月11日(月) 14:55–16:30 (前半:講演1、後半:講演2)
Monday, May 11th, 14:55–16:30   (1st Half: Talk 1, 2nd Half: Talk 2)

■場所 Venue
立命館松竹スタジオ 
Shochiku Studio, Ritsumeikan University
https://maps.app.goo.gl/jpJNnc4gNdW84uu77

■発表者 Presenters
Talk 1: Zdenko Mago, University of Ss. Cyril and Methodius in Trnava
Talk 2: Miroslav Macák, University of Ss. Cyril and Methodius in Trnava

■発表タイトル Title
Talk 1: Participation in Marketing of Digital Games
Talk 2: The History of the Digital Games in the Slovak Republic after separation

■概要 Summary
Talk 1: The marketing mix in the digital gaming sector is characterised by a participation policy that reflects the common activities of players, communities, and subcultures. This policy is based on the concept of participatory culture and, once the conditions are met, can lead to participatory marketing, i.e. generating promotional effects that companies behind digital games do not have to pay for. Participatory marketing includes various forms of manifestations, ranging from user-generated content (fan art, streaming, cosplay, etc.) to user events and the direct creation of marketing communication. Participation is particularly evident in overcoming regional promotional boundaries, for example, users’ sharing communication activities of Japanese games realised exclusively in Japan with global audiences, even among those accustomed to the “Western” model of digital game marketing communication, such as the Slovak. Users themselves, therefore, often serve as the only source of information on original game promotions from specific regions.

Talk 2: The presentation examines the history and local features of digital gaming market with focus on the era after the fall of communism in Czechoslovakia and its separation in 1992. The main point of interest is the way how market adapted to newly gained openness, while retaining certain aspects which formed in gaming culture during the old political regime. The presentation examines popular platforms and games, remaining grey market with pirated games and modified consoles, as well as popularization of PlayStation consoles through television shows. The presentations also trace the limited impact Japanese digital games had on nascent Slovak gaming market and culture. By the end of the presentation, there will be a summary of how the gaming in Slovakia evolved into its contemporary state and how it changed in the last 20 years.

■ホスト Host
中村 彰憲 立命館大学映像学部教授
Pro. NAKAMURA Akinori, College of Image Arts and Sciences, Ritsumeikan University