吉川 肇子 ( キッカワ トシコ )

Kikkawa, Toshiko

写真a

所属(所属キャンパス)

商学部 ( 三田 )

職名

名誉教授

 

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  • 人文・社会 / 社会心理学 (教育・社会系心理学)

 

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  • How We Can Connect Game Experience to Reality

    Kikkawa T., Translational Systems Sciences, 2025年

     概要を見る

    This chapter focuses on the issue of transferring game experience to reality based on Kolb’s learning cycle (1984). When game experts, that is, game designers, facilitators, teachers, etc., use games for educational purposes, for example, in classrooms or workshops, we emphasize the importance of debriefing as well as facilitation as a whole. However, when we scrutinize Kolb’s cycle, we as facilitators can help participants reach the third cycle, which is abstract conceptualization. The fourth cycle, active experimentation, cannot be done within classrooms or workshops because of limitations of time in addition to the fact that we as facilitators cannot interfere with participants’ real lives. This means that there is no guarantee that participants will apply game experiences to the real world or actively experiment with experiences learned from the games. In other words, the learning cycle may not be accomplished in real life. Therefore, the important question is as follows: How can we, the game experts, motivate participants to actively experiment with their game experiences to ensure effective learning? I will tackle this question and offer some suggestions to connect the third and fourth cycles by providing some concrete examples. In addition, in the post-truth era, active experimentation in the real world has become more complex. I am suggesting two possible solutions to the issue for further discussion.

  • Two Lighthouses for Japanese Simulation and Gaming Researchers

    Kikkawa T., Translational Systems Sciences, 2025年

     概要を見る

    In this chapter, I explore Cathy’s and Dick’s impact on Japanese researchers, based on their books Designing Games and Simulations: An Illustrated Handbook (1988) by Cathy and Gaming: The Future’s Language (1974) by Dick. These books were translated into Japanese in the early stage of the Japanese simulation and gaming research. They served as a source of shared understanding and knowledge for Japanese researchers in their native language. The availability of these books in Japanese enabled the expansion of our field at a time when it was struggling to develop. Books written in Japanese are more accessible for newcomers in the field. Therefore, these two books have been indispensable textbooks for Japanese researchers. In this chapter, I share some of my personal memories of Cathy and Dick. Other Japanese researchers have had similar experiences; however, different in the details. In addition to my experiences with them, I also elaborate on the huge impact their work has had on Japanese researchers. I would like to conclude that both Cathy and Dick were like lighthouses for Japanese researchers in establishing and developing the simulation and gaming field.

  • Past and Future Impact of Richard Duke and Cathy Greenblat for Gaming Simulation

    Kriz W.C., Kikkawa T., Translational Systems Sciences, 2025年

     概要を見る

    This chapter delves into the contributions of Richard Duke and Cathy Greenblat to the field of gaming simulation, outlining their pioneering roles in establishing foundational methodologies that continue to shape the discipline. Richard Duke, an urban planner, often referred to as the “founding father” of gaming simulation, introduced the concept as a transformative tool for addressing complex urban planning and policy challenges. His systematic frameworks, particularly the renowned 21-step design model, emphasize iterative, participatory processes to model and address real-world problems through simulation games. Duke’s work positioned gaming as a “future’s language,” capable of facilitating gestalt communication and fostering systemic understanding in complex decision-making contexts [Duke (Gaming: The future’s language. Sage, 1974)]. Cathy Greenblat, a sociologist, complemented Duke’s contributions by integrating psychological and sociological perspectives into the design and facilitation of simulation games. Her focus on group dynamics, emotional and cognitive learning, and the quality of debriefing enriched the pedagogical and ethical dimensions of gaming [Greenblat (Simulation & Games 5(1):3–21, 1974)]. Together, they advanced participatory design methodologies, emphasizing the importance of “multiple realities” through perspectives and stakeholder involvement to ensure holistic system modeling and game design. The chapter explores their collaborative works, such as Principles and Practices of Gaming Simulation, which synthesized their shared vision of simulation games as tools for education, policy development, and organizational transformation. It also highlights the enduring relevance of their concepts in contemporary applications, addressing issues like ethical considerations, diversity, and the transfer of insights from gaming into real-world contexts. Their legacy underscores the potential of gaming simulation to not only simplify but also enhance the understanding of complex systems, fostering creative problem-solving and organizational learning in diverse fields.

  • Gaming Simulation: Terminology and Fundamentals

    Kriz W.C., Sugiura J., Kikkawa T., Translational Systems Sciences, 2022年

     概要を見る

    The aim of this chapter is to introduce the basic terminology and methodology of gaming simulation. We describe the main building blocks and elements and the steps in the gaming process. Also, we discuss a concept from Jan Klabbers who pointed out that the actors in a gaming simulation represent two distinct branches of science: the design and analytical sciences. We show the interconnections, differences, and commonalities of gaming and simulation game design with other widely discussed concepts and terms, such as serious games and gamification. Finally, we refer to some historical aspects and cultural issues.

  • The Current Status of Japanese Game Players and Its Impact on the Society

    Matsui H., Sugiura J., Kikkawa T., Translational Systems Sciences, 2022年

     概要を見る

    In this chapter, the results of a survey on the Internet on the current status of Japanese tabletop gamers are discussed. Tabletop games refer to board games, card games, role-playing games, and wargames. They are also known as nonelectronic games and unplugged games. Although the survey included questions about digital games in Japan so as to compare them to tabletop games, they are not discussed in detail. In recent years, the market for tabletop games has expanded. The Game Market, which is the biggest tabletop game event in Japan, is held three a year. Its increase in popularity is evidenced by the fact that 22,000 participated in the 2018 autumn market. Most of the Game Market’s exhibitors are independent game designers. However, reasons for the increasing popularity of tabletop games have yet to be explored. Accordingly, two surveys, the first in June 2018 and the second in September 2019, were conducted with active gamers between the ages of 20 and 69 years. The results revealed that most active gamers are in their twenties and thirties, thus indicating that the relatively younger generation could accelerate this recent trend. Furthermore, men tended to be more active gamers than women. The younger generation and men had more positive attitudes toward games. Frequent players, who were mainly men, evaluated games positively. They also agreed that games have connections to the real world and game experience can be useful in the real world.

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  • What Reality Do We Pursue as Designers and Facilitators?

    Kikkawa T., Nakamura M., Kriz W.C.

    Lecture Notes in Computer Science 16439 LNCS   3 - 18 2026年

    ISSN  03029743

     概要を見る

    The study aims to highlight the issue of “reality” within the Simulation and Gaming (S&G) domain, which has been largely overlooked. The research community has struggled to connect game experiences to realities, especially from the perspectives of game designers and facilitators. Awareness of differing perceptions of reality has grown significantly, driven in part by the rapid spread of misinformation and conspiracy theories on social media. Consequently, the realities perceived by players may differ from those intended to be shared by game designers and facilitators. However, this awareness within the S&G community is insufficient. To address this, the authors explore the issue theoretically. First, the importance of increasing awareness is explained using various concrete examples. Second, the role of facilitators, who play an essential role in the S&G process, is explored. Third, insights are derived from foundational research in this field, offering various perspectives to address the issue. Lastly, the authors emphasize the need for actively discussing the issue of realities in the S&G community and reiterate the associated risks.

  • The importance of spontaneous thought in the willingness to receive the human papillomavirus vaccine

    Okuno H., Arai S., Suzuki M., Kikkawa T.

    Vaccine 62 2025年08月

    ISSN  0264410X

     概要を見る

    After briefly suspending the 2-valent human papillomavirus (HPV) vaccine in 2013, Japan's Ministry of Health, Labour, and Welfare (MHLW) reinstated the recommendation that people receive the newly approved and updated 9-valent HPV vaccine in 2022. We investigated the influence of anticipated regret (AR) and spontaneous thought on individuals' willingness to receive the HPV vaccine, as the 2013 controversy over the HPV vaccine's side effects could lead to public distrust, impeding vaccination coverage despite government-funded initiatives. Using a Japanese-speaking online panel, we conducted a randomized controlled study based on a 3 (Intervention 1, questionnaire for AR: AR for inaction [ARI] vs. AR for action [ARA] vs. without AR) × 2 (Intervention 2, spontaneous thought: task with spontaneous thought vs. distraction) factorial design. Those assigned to the ARI scenario in Intervention 1 were given messages highlighting AR for HPV infection if they did not receive the vaccine, whereas those assigned to the ARA scenario were given messages emphasizing AR for the vaccine's side effects if they were vaccinated; participants assigned to the without AR group were given messages being not emphasizing any AR. In Intervention 2, participants assigned to the spontaneous thought group had 3 min to write freely their opinions about the HPV vaccine. In contrast, those assigned to the distraction group were asked to think about the HPV vaccine. After Intervention 2, we assessed the effects using several questionnaires. Among the 2140 participants, those in the ARI and those in the spontaneous thought groups expressed that female children would be highly willing to get vaccinated. However, no significant main effect of spontaneous thought on male children's willingness to get vaccinated was found; participants in the ARI and spontaneous thought conditions expressed the highest degree of willingness. In summary, spontaneous thought can mitigate the negative impacts of AR in a purely experiential setting.

  • Crossing Borders by Revisiting Ethical Issues of Simulation and Gaming

    Kriz W.C., Nakamura M., Kikkawa T.

    Lecture Notes in Computer Science 15420 LNCS   1 - 18 2025年

    ISSN  03029743

     概要を見る

    This paper explores the ethical issues of Simulation and Gaming. Although there has been an extensive discussion on this topic, it has recently gained increasing relevance within a time of defying borders. Therefore, a reexamination of these topics from this new point of view becomes necessary. Firstly, the importance of this research is further elaborated on. When we refer to a border, we may imagine a country’s border. However, we have created many kinds of ‘borders’ around us, for instance the dividing lines we have drawn and continue to draw between different cultures or gender identities. The need for defying and crossing these self-imposed borders has become clearly evident in a world full of diversity. The issue of crossing and overcoming these boundaries can then be interpreted as to how sustainably and appropriately we deal with this diversity. Managing diversity, equity and inclusion thus becomes increasingly ethical issue also for the discipline of Gaming Simulation. In the paper, the presented ethical viewpoints are explored from three perspectives, namely the ones of game design, game facilitation and debriefing, and game content. Lastly, we conclude with some proposals for the Simulation and Gaming community based on our discussion.

  • The Importance of Relaxation and Vacation for Healthcare Workers: Playtime!

    Schijven M.P., Kikkawa T.

    Simulation and Gaming 55 ( 6 ) 981 - 984 2024年12月

    ISSN  10468781

  • Gender differences in responses to an altruistic message regarding rubella vaccination

    Okuno H., Satoh H., Arai S., Suzuki M., Kikkawa T.

    Frontiers in Public Health 12 2024年

     概要を見る

    Background: The supplementary immunization activity (SIA) for the rubella vaccination of adult men born between 1962 and 1978 began in 2019 in Japan because of a vaccine gap in the cohort, as vaccination was not mandatory for those born in that period. However, SIA coverage remains low, despite an active campaign and financial support. Methods: We conducted a randomized controlled study based on a 2 (scenario: self-vaccination, child vaccination) × 2 (message: self-interest, group-interest) factorial design, using a Japanese online panel. Participants with children were assigned to the child vaccination scenario in Intervention 1, whereas others were assigned to the self-vaccination scenario. After Intervention 1, all participants were given the same information about rubella. In Intervention 2, participants assigned to self-interest messages received a message emphasizing the risk of rubella, and those assigned to group-interest messages received a message emphasizing herd immunity. After Intervention 2, we evaluated the effects using a questionnaire. Results: Among the 2,206 participants, information regarding rubella was evaluated as more reliable in the group—than in the self-interest message condition, especially among women. Women evaluated the necessity of rubella vaccination for adult men and women to be higher in the child-vaccination scenario and group-interest messages. However, no differences were found among men. By contrast, men exposed to the self-interest message positively evaluated the reliability of the rubella explanation. Conclusion: The findings indicate that emphasizing self-interest messages is more effective for men in promoting herd immunity against rubella.

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  • レジリエンス能力を高めるための、ゲーミング手法に基づく研修の開発と評価

    2024年04月
    -
    2027年03月

    吉川 肇子, 基盤研究(C), 補助金,  研究代表者

  • 社会心理学的視点に基づくプランニングゲームの開発と評価

    2018年04月
    -
    2021年03月

    文部科学省・日本学術振興会, 科学研究費助成事業, 吉川 肇子, 基盤研究(C), 補助金,  研究代表者

 

担当授業科目 【 表示 / 非表示

  • 産業関係論演習

    2026年度

  • 社会心理学特殊Ⅴ

    2026年度

  • 行動科学演習Ⅰ

    2026年度

  • 組織心理学a

    2026年度

  • 行動科学特殊演習Ⅰ

    2026年度

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