来る2026年11月13日(金曜日)、立命館大学ゲーム研究センターによる2026年度第9回・第10回定例研究会を実施いたします。当日は、Salvador Gómez García氏による「From Newsgames to Prebunking Games: Two Decades of Journalism at Play」と、Benjamin Dorrington Redder 氏による「Rekishi-Keiken Games: Introducing New Theorisations of Japanese History and Culture in Historical Video Games 」の2講演を行います。
登録・参加料不要となっております。お誘い合わせの上、奮ってご参加ください。
The Ritsumeikan Center for Game Studies will hold its 9th and 10th workshops of the 2026 academic year on Friday, November 13, 2026. The event will feature two presentations: “From Newsgames to Prebunking Games: Two Decades of Journalism at Play” by Salvador Gómez García and “Rekishi-Keiken Games: Introducing New Theorisations of Japanese History and Culture in Historical Video Games ” by Benjamin Dorrington Redder.
Registration is not required, and there is no participation fee. We look forward to your participation.
第9回定例研究会「From Newsgames to Prebunking Games: Two Decades of Journalism at Play」
■発表者 Presenter
Salvador Gómez García, Complutense University of Madrid
■日時 Date and Time
11月13日(金曜日)14:40~16:40
November 13(Fri.) 14:40~16:40
■場所 Venue
立命館大学衣笠キャンパス 学而館研究会室 3 アクセス
Ritsumeikan Kinugasa Campas, Gakujikan Reserch Room 3 Access
■ 開催形式 Format
ハイブリッド(対面およびオンラインの両方)
Hybrid meetings (online and offline)
■【Zoom】https://ritsumei-ac-jp.zoom.us/j/89425133885?pwd=UEG2ifqO0LZdT8n7ExxlpyBzTWPSQI.1
ミーティングID:894 2513 3885
パスコード:076894
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■概要 Summary
In this presentation, I will examine how news organisations have used digital games to inform, to interpret and, more recently, to teach audiences how to navigate information itself. The first part draws on a previos research of 75 newsgames published by 47 mass-media outlets in 17 countries between 2000 and 2019. Rather than treating newsgames as mere engagement tools, I propose a taxonomy that reads them through journalistic genres: informative, interpretative and opinion-based. I will then update this map to 2026. Since 2020, the field has moved in two directions. On one side are model-driven policy simulations built with think tanks and expert bodies, such as the Financial Times’ Climate Game. On the other is the rise of the daily puzzle, epitomised by the New York Times’ acquisition of Wordle, as news organisations increasingly play beside the news rather than with it. The final part turns from games about the news to games about information: titles designed to foster media and information literacy, from fact-checkers’ own games to “prebunking” games that place players in the role of a disinformation producer. I will discuss what these games can and cannot teach, the collision between ludic and journalistic cultures, and the ethical questions raised when procedural rhetoric is used to strengthen, or to undermine, the public’s understanding of reality.
第10回定例研究会「Rekishi-Keiken Games: Introducing New Theorisations of Japanese History and Culture in Historical Video Games」
■発表者 Presenter
Benjamin Dorrington Redder , Ritsumeikan Center for Game Studies (Ritsumeikan University)
■日時 Date and Time
11月13日(金曜日) 16:50~18:50
November 13(Fri.) 16:50~18:50
■場所 Venue
立命館大学衣笠キャンパス 学而館研究会室 3 アクセス
Ritsumeikan Kinugasa Campas, Gakujikan Reserch Room 3 Access
■ 開催形式 Format
ハイブリッド(対面およびオンラインの両方)
Hybrid meetings (online and offline)
■【Zoom】https://ritsumei-ac-jp.zoom.us/j/89425133885?pwd=UEG2ifqO0LZdT8n7ExxlpyBzTWPSQI.1
ミーティングID:894 2513 3885
パスコード:076894
※お手数をおかけいたしますがZoom Bombing対策のため、ログイン時にお名前をフルネームにしていただくようお願い致します。
To prevent Zoom Bombing, please make sure to use your full name when you log in to ZOOM.
■概要 Summary
This presentation will focus on introducing and unpacking a new conceptualisation of Japanese historical video games as histories occupying one of several interconnected domains of the ‘history in games’. Namely, by constituting and expanding ‘rekishi’ from the perspective of historical gameplay to account for the different ways Japanese history is negotiated and communicated in games as variations of ‘rekishi-keiken’ (Japanese historical/history games) or rekishi-mono (Japanese games adapting historical/cultural sources). This discussion also addresses a showcasing of a working taxonomy specified to pinpointing, defining, and examining rekishi-keiken games through their thematics of afforded historical experiences. Both this theorisation of Japanese history games as ‘rekishi’ (games as history) and its taxonomy has been one of the principal outcome of developments from Redder’s entire postdoctoral research investigation into an understudied subset of Japanese history games identified as ‘rekishi-monogatari’ (historical tale games) as one of many types of the wider rekishi-keiken thematic. Thus, using one of many recorded gameplay sequences from the game Nioh (2017) will convey an example of a monogatari thematisation that re-cast Japan’s past in the experience of pre-modern tales within gameplay in illustrating an aspect of this wider taxonomy of rekishi-keiken games.