Updated on 2022/08/18

写真a

 
SHIBUYA Akiko
 
Organization
Faculty of Arts and Literature Department of Mass Communications Professor

Degree

  • Ph.D. (Sociology) ( 2010.2   Keio University )

Research Areas

  • Humanities & Social Sciences / Sociology

  • Humanities & Social Sciences / Social psychology

Educational Background

  • Keio University    

    2001.4 - 2004.3

 

Primary Subjects (Course) in charge

  • 社会心理学、マスコミ実習II、マスコミ基礎演習、マスコミ演習、ゼミナール

 

Papers

  • Reliability and Validity of the IGDT-10 Japanese Version—Three Studies of Elementary and Junior High School Students, Senior High School Students, and Adults— Reviewed

    Horiuchi Yukiko, Sakamoto Akira, Akiyama Kumiko, Teramoto Mizuha, Komoto Yasunobu, Matsumoto Masao, Murai Toshiya, Sasaki Teruyoshi, Shibuya Akiko, Shinohara Kikunori

    STUDIES IN SIMULATION AND GAMING   32 ( 1 )   1 - 11   2022.6

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    Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:Japan Association of Simulation And Gaming  

    In the present study, we created a Japanese version of the gaming disorder scale IGDT-10 (Király et al. 2017, 2019) that could be administered to a range of age groups from children to adults. With the cooperation of the original IGDT-10 author, we changed the language in the original scale items into plainer language in Japanese. Reliability and validity of the created scale were tested by administering it to three groups of individuals separately: elementary and junior high school students (<i>N</i>=1,006) who answered the scale at school and whose responses were collected onsite and returned by the postal service, senior high school students (<i>N</i>=219) who answered the scale and provided responses online, and adults (<i>N</i>=1,308) from 18 to 79 years old who also answered the scale and submitted their responses online. Respondents were individuals who had played a game during the last year or who had the experience of playing one in the past. Analysis resulted in Cronbach’s coefficient alpha exceeding 0.8 in all three studies, establishing the reliability of our scale. Factorial validity and criterion validity of our scale were also established from confirmatory factor analysis and correlation with scales and variables used as external criteria.

    DOI: 10.32165/jasag.32.1_1

  • Long-Term Effects of Social Mechanics on Young Mobile Social Game Players in Japan

    Akiko Shibuya, Mizuha Teramoto, Akiyo Shoun, Kumiko Akiyama

    SEIJO COMMUNICATION STUDIES   33   1 - 19   2022.3

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    Authorship:Lead author   Language:English   Publishing type:Research paper (bulletin of university, research institution)  

  • Long-Term Effects of In-Game Purchases and Event Game Mechanics on Young Mobile Social Game Players in Japan Reviewed

    Akiko Shibuya, Mizuha Teramoto, Akiyo Shoun, Kumiko Akiyama

    Simulation & Gaming   50 ( 1 )   76 - 92   2019.2

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    Language:English   Publishing type:Research paper (scientific journal)  

  • Parental Mediation of Children's Game Use : Comparison between 2011 and 2017 Surveys Reviewed

    Yukiko Horiuchi, Sachi Tajima, Yumi Matsuo, Mizuha Teramoto, Zheng Shu, Misako Kuratsu, Kanae Suzuki, Akiko Shibuya, & Akira Sakamoto

    Studies in simulation and gaming   Vol 28 ( No 1 )   24-32   2018.6

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    Language:Japanese   Publishing type:Research paper (scientific journal)  

  • The effects of playng violent video games on agressiveness and normative beliefs about aggression - Examination of differences between CERO ratings based on longitudinal data of junior high school students -- Reviewed

    Yukiko Horiuchi, Sachi Tajima, Kanae Suzuki, Akiko Shibuya, Akira Sakamoto

    Journal of Digital Games Research   9 ( 1 )   13 - 24   2016.12

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    Language:Japanese   Publishing type:Research paper (scientific journal)  

  • A Research Report about Social Acceptance of Vide Game Depiction

    The Secon, Research Force on, Game Rating

    CD-ROM version, by Computer Entertainment Rating Organization (CERO)   1 - 253   2016.1

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    Language:Japanese  

  • Systematic Analysis of In-Game Purchases and Social Features of Mobile Social Games in Japan. Reviewed

    Akiko Shibuya, Mizuha Teramoto, Akiyo Shoun

    Proceedings of the 2015 DiGRA International Conference: Diversity of Play, DiGRA 2015, Lüneburg, Germany, May 14-17, 2015   2015

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    Language:English   Publisher:Digital Games Research Association  

    Other Link: http://dblp.uni-trier.de/db/conf/digra/digra2015.html#conf/digra/ShibuyaTS15

  • Family Communication on TV Programs : In-depth Interviews on Adolescents and Their Parents

    SHIBUYA Akiko

    Sociologica   37 ( 1 )   57 - 79   2013.3

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    Language:Japanese   Publisher:創価大学社会学会  

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  • Effects of video game on children

    Akiko Shibuya

    Monthly news letter of monthers' and children' health and welfare   ( 644 )   2012.12

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    Language:Japanese  

  • Literature Reviews on the Effects of Media Depictions; Focusing on the Psychological Effects and Controversial Cases Invited

    Akiko Shibuya

    Studies in Simulation & Gaming   22 ( 1 )   85 - 98   2012.12

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    Language:Japanese   Publishing type:Research paper (international conference proceedings)  

  • Role of television in multimedia environment: A report of the web monitor survey in February 2011, Part1

    Yuko Shiki, Gwangho E, Eiko Koshiro, Yumiko Kamise, Shigeru Hagiwara, Akiko Shibuya

    Keio Media and Communication Research   62 ( 62 )   33 - 56   2012.3

  • Communication styles of SNS users and their television viewing : A report of the web monitor survey in February 2011 (Part 2)

    渋谷 明子, 志岐 裕子, 李 光鎬

    メディア・コミュニケーション : 慶応義塾大学メディア・コミュニケーション研究所紀要   0 ( 62 )   57 - 78   2012.3

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    Language:Japanese   Publisher:慶応義塾大学メディア・コミュニケーション研究所  

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  • Collective memories of social events, music programs and idol stars constructed by TV : A report of the web monitor survey in February 2011 (Part 3)

    小城 英子, 萩原 滋, 渋谷 明子

    メディア・コミュニケーション : 慶応義塾大学メディア・コミュニケーション研究所紀要   0 ( 62 )   79 - 105   2012.3

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    Language:Japanese   Publisher:慶応義塾大学メディア・コミュニケーション研究所  

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  • Cultures crossing the border and the role of television: A report of the web monitor survey in February 2010, Part1

    Hagiwara, S, Tay, S. B, Kamise, Y, Koshiro, E, E., G, Shibuya, A

    Keio Media and Communications Research   ( No. 61 )   75 - 102   2011.3

  • Multi-cultural experiences and media stereotypes of foreign countries and their people: a report of the web monitor survey in February 2010 (part 2)

    渋谷 明子, Tay Seow Boon, 李 光鎬

    Keio media and communications research   Vol. 61 ( 61 )   103 - 125   2011.3

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    Language:Japanese   Publisher:慶応義塾大学メディア・コミュニケ-ション研究所  

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  • Collective memories of foreign-related TV programs and news strories: A report of the web monitor survey in February 2010, Part 3

    Koshiro, E, Hagiwara, S, Tay, S. B, Kamise, Y, E., G, Shibuya, A

    Keio Media and Communications Research   ( No. 61 )   126 - 147   2011.3

  • A long-term effects of parental mediation on children’s video game play:A longitudinal study of Japanese children and their parents Reviewed

    Shibuya, A, Sakamoto, A, Ihori, N, Yukawa, S

    Studies in Simulation & Gaming   Vol.20 ( No.2 )   47 - 57   2011.3

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    Language:Japanese   Publisher:特定非営利活動法人日本シミュレーション&ゲーミング学会  

    A longitudinal study was conducted to 441 elementary school children and their parents in Japan, and this study found that restrictive parental mediation on the amount of exposure to video games was negatively related to later aggression even after controlling for earlier aggression and the amount of exposure to video game violence among boys. Although this study did not find other effects of parental mediation on video games, this study also revealed that restrictive parental mediation on both the amount and contents (e.g., violent scenes) of TV programs was negatively related to later aggression even after controlling for earlier aggression and the amount of exposure to TV violence.

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  • Long-term moderating effects of video game violence perspectives: a panel study of elementary school children in Japan Reviewed

    渋谷 明子, 坂元 章, 井堀 宣子

    Journal of digital games research   5 ( 1 )   1 - 12   2011

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    Language:Japanese   Publisher:日本デジタルゲーム学会  

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  • The outside and inside of the Beijing Olympic Games: a content analysis of TV coverage and its memories in Japan

    渋谷 明子

    Keio media and communications research   ( 60 )   89 - 106   2010.3

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    Language:Japanese   Publisher:慶応義塾大学メディア・コミュニケ-ション研究所  

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  • Collective memory and TV viewing: A report of the web monitor survey in February 2009, Part 2

    Koshiro, E, Hagiwara, S, Murayama, Y, Otsubo, H, Shibuya, A, Shiki, Y

    Keio Media and Communications Research   ( No. 60 )   29 - 47   2010.3

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    Language:Japanese  

  • Violent video game effects on aggression in eastern and western countries: A meta-analytic review Reviewed

    Anderson, C. A, Shibuya, A, Ihori, N, Swing, E. L, Bushman, B. J, Sakamoto, A, Rothstein, H. R, Saleem, M

    Psychological Bulletin   Vol. 136 ( No. 2 )   151 - 173   2010.3

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    Language:English   Publishing type:Research paper (scientific journal)   Publisher:AMER PSYCHOLOGICAL ASSOC  

    Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.

    DOI: 10.1037/a0018251

    Web of Science

  • The present state and past memory of TV viewing: A report of the web monitor survey in February 2009, Part 1

    Hagiwara, S, Koshiro, E, Murayama, Y, Otsubo, H, Shibuya, A, Shiki, Y

    Keio Media and Communications Research   ( No. 60 )   2010.3

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    Language:Japanese  

  • Video Game Rating in North America: An interview on ESRB

    Akiko Shibuya

    Journal of Digital Games Research   4 ( 2 )   81 - 84   2010

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    Language:Japanese   Publisher:日本デジタルゲーム学会  

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  • The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Reviewed

    Gentile, D, Anderson, C. A, Yukawa, S, Ihori, N, Saleem, M, Ming, L., K, Shibuya, A, Liau, A. K, Khoo, A, Bushman, B. J, Huesmann, L. R, Sakamoto, A

    Personality and Social Psychology Bulletin   Vol. 35 ( No. 6 )   752 - 763   2009.6

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    Language:English   Publishing type:Research paper (scientific journal)   Publisher:SAGE PUBLICATIONS INC  

    Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U. S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.

    DOI: 10.1177/0146167209333045

    Web of Science

  • The effects of the presence and contexts of video game violence on children: A longitudinal study in Japan. Reviewed

    Shibuya, A, Sakamoto, A, Ihori, N, Yukawa, S

    Simulation & Gaming   Vol. 39 ( No. 4 )   528 - 539   2008.12

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    Language:English   Publishing type:Research paper (scientific journal)  

    A 1-year panel study of 591 children in fifth grade explored the accumulative effects of the presence and contexts of video game violence on aggression and the antiviolence norm in Japan, on the basis of a comprehensive content analysis of video game violence. The results suggest that contextual effects of violent video games are quite complex, differing with gender, and that contexts are more important than the quantity of violence. Although attractive perpetrators and justification of violence increase aggression for boys, they decrease aggression and strengthen the antiviolence norm for girls, indicating that the direction of effects depend on the players' interpretation of violence. © 2008 Sage Publications.

    DOI: 10.1177/1046878107306670

    Scopus

  • Longitudinal effects of violent video games on aggression in Japan and the United States. Reviewed

    Anderson, C.A, Sakamoto, A, Gentile, D. A, Ihori, N, Shibuya, A, Yukawa, S, Naito, M, Kobayashi, K

    Pediatrics   Vol. 122 ( 5 )   1067 - 1072   2008.12

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    Language:English   Publishing type:Research paper (scientific journal)   Publisher:AMER ACAD PEDIATRICS  

    CONTEXT. Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression.
    OBJECTIVE. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness.
    DESIGN. In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months.
    PARTICIPANTS. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years.
    RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth.
    CONCLUSIONS. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor. Pediatrics 2008; 122: e1067-e1072

    DOI: 10.1542/peds.2008-1425

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  • Effects of video games on aggressive as well as positive social behavior of children: a panel study with elementary school students Reviewed

    井堀 宣子, 坂元 章, 渋谷 明子

    Journal of digital games research   2 ( 1 )   34 - 43   2008.3

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    Language:Japanese   Publisher:日本デジタルゲーム学会  

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  • 電子ゲームは攻撃性を強化するのか--最近の日米の研究動向から (特集 ゲーム世代の子どもたち) -- (ゲーム問題を考える)

    渋谷 明子

    児童心理   62 ( 2 )   194 - 199   2008.2

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    Language:Japanese   Publisher:金子書房  

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  • Effect of Video Games on Children's Aggressive Behavior and Pro-social Behavior: A Panel Study with Elementary School Students. Reviewed

    Nobuko Ihori, Akira Sakamoto, Akiko Shibuya, Shintaro Yukawa

    Proceedings of the 2007 DiGRA International Conference: Situated Play, DiGRA 2007, Tokyo, Japan, September 24-28, 2007   2007

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    Language:English   Publisher:Digital Games Research Association  

    Other Link: http://dblp.uni-trier.de/db/conf/digra/digra2007.html#conf/digra/IhoriSSY07

  • "Active" citizens: Television coverage of Japanese hostages in Iraq

    Akiko Shibuya

    Keio Media and Communications Research   ( 55 )   113 - 126   2005.3

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    Language:Japanese   Publisher:慶応義塾大学メディア・コミュニケ-ション研究所  

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  • The Quantity and Context of Video Game Violence in Japan: Toward Creating an Ethical Standard Reviewed

    Akiko Shibuya, Akira Sakamoto

    GAMING, SIMULATIONS, AND SOCIETY   111 - 120   2005

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    Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:SPRINGER-VERLAG TOKYO  

    Web of Science

  • "Kokoga hendayo nihonjin" de egakareta gaikokujin imeji

    渋谷 明子, 萩原 滋

    慶応義塾大学大学院社会学研究科紀要   ( 56 )   1 - 19   2003

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    Language:Japanese   Publisher:慶應義塾大学大学院社会学研究科  

    論文I. はじめにII. 討論系バラエティー番組『ここがヘンだよ日本人」(TBS系)III. 研究の課題と方法IV. 結果V. 考察

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  • Effects of violent video games on aggression: A comprehensive review

    Akiko Shibuya

    Keiogijukudaigaku daigakuin shakaigaku kenkyuka kiyou [A Bulletin of Keio University Graduate School of Human Relations]   53, 55-67 ( 53 )   55 - 67   2001.12

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    Language:Japanese  

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Books

  • メディア・オーディエンスの社会心理学 改訂版

    李, 光鎬, 渋谷, 明子, 鈴木, 万希枝, 李, 津娥, 志岐, 裕子

    新曜社  2021.4  ( ISBN:9784788517219

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    Total pages:xi, 401p   Language:Japanese

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  • Towards Restration of Humanities: Introduction to Studies of Humanities

    SHIBUYA Akiko( Role: Contributor ,  Chapter 4 Think about the relationships between meda and humans)

    Keiso Shobo  2018.2 

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    Language:Japanese

  • Social Psychology of Media Audience

    ( Role: Joint editor)

    2017.3 

  • Transnational contexts of development history, sociality, and society of play; Video games in East Asia

    Shibuya, A, Teramoto, M, Shoun, A( Role: Contributor)

    palgrave macmillan & Springer  2017.1  ( ISBN:9783319438191

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    Responsible for pages:207-225   Language:English Book type:Scholarly book

  • Mobile gaming in Asia: Politics, culture and emerging technologies.

    SHIBUYA Akiko, TERAMOTO Mizuha, SHOUN Akiyo( Role: Contributor)

    Springer  2016.7 

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    Responsible for pages:207-225   Language:English Book type:Scholarly book

  • Encyclopedia of Adolescence

    Masuo Koyasu & Katumi Ninomiya( Role: Joint author)

    Maruzen  2014.3  ( ISBN:9784621087992

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    Responsible for pages:9  

  • Momories through Television: Social History of TV viewing

    Shigeru Hagiwara, Eiko Koshiro, Hiroko Ootsubo, Yoko Kunihiro, Yumiko Kamise, Akie Arima, Yuko Shiki, Akiko Shibuya, Gwanho E( Role: Contributor)

    Shin-yo-sha  2013.2 

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    Responsible for pages:177-212   Language:Japanese

  • Media and Personarity

    Akira Sakamoto, Rei Oumi, Akiko Shibuya, Youichi Nishimura, Rui Akasaka( Role: Contributor)

    Nakanishiya  2011.3 

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    Responsible for pages:37-68   Language:Japanese

  • Children White Paper 2008

    Japanese Children Protection Group (Eds.)( Role: Joint author)

    Soudo Bunka Sha  2008.7  ( ISBN:9784794509963

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    Responsible for pages:4   Language:Japanese Book type:General book, introductory book for general audience

  • A report of social perception of video game rating in Japan

    Computer Entertainment Rating Organization (CERO( Role: Contributor)

    Micromagazine  2008 

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    Language:Japanese

  • International Images of TV News: Reality contructed by international coevarege

    S, Hagiwara, A, Yamamoto, T, Kaneyama, G., E, A. Shibuya, M, Fukuda, Y, Kamise, S, Yokoyama

    Keiso Shobo  2007.12  ( ISBN:9784326602070

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    Responsible for pages:199-218   Language:Japanese

  • Gaming, simulations, and society: Research scope and perspective

    R. Shiratori, K.Arai, F. Kato

    Springer-Verlag, Tokyo  2005  ( ISBN:9784431267973

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    Responsible for pages:111-120  

  • テレビと外国人イメージ─メディア・ステレオタイピング研究

    S., Hagiwara, Y. Kunihiro

    Keiso Shobo  2004.12  ( ISBN:9784326601783

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    Responsible for pages:25-42   Language:Japanese

  • メディアと人間の発達−テレビ、テレビゲーム、インターネット、そしてロボットの心理的影響−

    Akira Sakamoto, Kumiko Mukaida, Rei Oumi, Shintaro Yukawa, Junko Sagara, Fumiko Inomata, Nobuko Ihori, Akiko Shibuya, Fumika Kimura, Reiko Ando, Mieko Takahira, Kanae Suzuki, Kumiko Kobayashi, Mayumi Naito, Megumi Kashibuchi, Tsutako Mori

    Gakubunsha  2003.12 

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    Responsible for pages:95-114   Language:Japanese

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