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  • Article Business & Management

    Organizational Ambidexterity and Firm Performance: Effect of Two Types of Exploitation on Japanese Video Game Industry

    by - March 15, 2022

    Recent organizational ambidexterity studies have discussed the importance of achieving a balance between Exploration and Exploitation. However, existing studies have not distinguished the detail of exploitation; this study categorizes exploitation as ‘Repetitive Exploitation’ and ‘Incremental Exploitation.’ Our study contributes to ambidexterity studies by analyzing the impact of a combination of both these types of exploitation and exploration on a firm’s performance. We used 647 observations from Japanese video game industries between 1997 and 2019 for panel data analysis. In line with existing studies, we proved that firm performance increases when a balance between exploration and exploitation is achieved. At the same time, we found that firms with a lower exploration performed better when the rate of incremental exploitation was high. The results of our study suggest that even when the firm's ambidexterity is imbalanced, different results can be expected when both types of exploitation are considered. The Study has implications for organizations to improve their performance.

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  • Article Psychology

    The effects of interactive fitness video games on stress and cognitive function

    by Hisashi Mitsuishi - January 16, 2022

    Exercise that stimulates perceptual and cognitive aspects and simultaneously enhances neuromuscular coordination has both cognitive and psychological effects. We examined the effects of an interactive fitness video game in 18 healthy participants (8 males and 10 females). The participants performed under 1) TETRIS, 2) Radio Gymnastics, or 3) FITRIS (interactive fitness video game) conditions on different days. In this experiment, first there was a 4-minute rest period during which the mean heart rate was measured, followed by a cognitive task. The heart rate was measured to confirm the intensity of the exercise. Then either the TETRIS, Radio Gymnastics, or FITRIS condition was initiated, while the mean heart rate was measured again. Then there was another cognitive task, followed by another 4 minute rest and mean heart rate measurement period. Saliva samples were collected after each period where the heart rate was measured. All of the participants completed evaluations of cognitive tasks (executive functions; inhibitory control and working memory) before and after each condition. The results showed that salivary cortisol decreased in all conditions, and both the FITRIS and Radio gymnastics conditions had a positive effect on executive function (inhibitory control and cognitive flexibility). In particular, it was shown that FITRIS had an increased effect on cognitive flexibility.

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  • Article Others

    Ranking performance and network structure in world rugby sevens; 2011-2020 longitudinal data analysis

    by Koh Sasaki - February 8, 2022

    The aim of this study was to clarify the attack-defence performances of rugby sevens in 2010-2020 seasons, 4,074 matches. Firstly, averaged try scoring rate and try conceding rate of every teams were drawn in two-dimensions space. Hypothesis 1 was that the achievement values of the upper teams could be clarified. Receiver-Operator-Curve analysis was used to understand how attack-defence indicators correctly diagnose the world rankings. Secondly, the 22m entry attack-defence indicators were drawn in two-dimensional space. Clustering analysis of ranking teams was executed using try scoring rate, try conceding rate, 22m attack-defence indicators. Hypothesis 2 was that the clustering characteristics of upper teams can be clarified by these indexes. Thirdly, network analysis was executed to clarify what kind of characteristic in relationship among the ranking, team performance, and individual performance. The ROC analysis showed the specific achievement level of the top-ranking teams with high accuracy (hypothesis 1). Cluster analysis extracted 4 groups. The gradual attack defence standard values were obtained (hypothesis 2). Network analysis showed the relationship structure among the ranking, the team performance, and the individual performance with some interesting results concerned the dependence tendency changing on the ranking stage (hypothesis 3).

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  • Article Electrical and Electronic Engineering Interdisciplinary Sciences

    Heart Rate Variability Indices May Change Accompanying Cognitive Skills Improvement in eSports Tasks

    by Toshitaka Yamakawa - November 8, 2021

    Electronic sports (eSports) is becoming an increasingly popular subject of research with progress in the video game industry. However, the relationship between eSports and cognitive skills and heart rate variability (HRV) indices is not fully understood. Therefore, in this study, we analyzed changes in HRV indices in 20 healthy adult men while playing eSports and evaluated improvement in their cognitive skills before and after playing eSports using the Stroop test. The subjects were divided into two groups: 10 subjects who were trained in eSports for at least 1 hour a day, 5 days a week for 6 weeks, and 10 subjects who were not trained. The results indicated that subjects in the training group tended to have improved cognitive skills. In addition, in the group that temporarily improved their cognitive skills by playing eSports, similar changes were observed in HRV indices during eSports play, suggesting a parasympathetic nervous system dominance. Thus, it is suggested that the observed HRV changes were accompanied by the temporary improvement in cognitive skills induced by eSports tasks.

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