Kyushu University Academic Staff Educational and Research Activities Database
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hiroyuki matsuguma Last modified date:2023.11.27

Associate Professor / Content design
Department of Strategic Design
Faculty of Design

Graduate School
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 Reseacher Profiling Tool Kyushu University Pure
Academic Degree
Master of Design, Doctor of Design
Country of degree conferring institution (Overseas)
Field of Specialization
Computer Graphics Design
Total Priod of education and research career in the foreign country
Outline Activities
I engaged in product and design in Digital contents includes 3DCG for 6years in TOPPAN PRINTING CO., LTD.
This field is developing now and has a lot of problem. For example method of construct 3D data, and visual expression on communication, etc. They have to solve.
I engage in research on these problems and expand the actual work.
Research Interests
  • A study of Serious Game Design.
    keyword : game design education entertainment
Academic Activities
1. 松隈浩之、財津康輔、仲村有希、眞玉優美、服部文忠, 半側空間無視リハビリ訓練用ゲームのデザイン提案―『たたけ!バンバン職人』の制作、検証を通して-, 日本デジタルゲーム学会(DiGRA JAPAN), 13-21, 2019.10.
2. Hiroyuki Matsuguma, Kosuke Zaitsu, Shigekazu Higuchi, Game Design Proposal through Verification of Game “Locomo de Balamingo”, International journal of Asia digital art and design Association, 117-124, Vol.21、 No.4, 2017.10.
3. Hiroyuki Matsuguma, A study of serious games for healthcare and rehabilitation, Institute of Mathematics for Industry,MI lecture note series, 69, 41-44, 2016.10.
4. hiroyuki matsuguma, F.HATTORI, J.KAJIWARA, Development of a rehabilitation game to support stand-up exercise and its usability in care facilities., The International Society for Gerontechnology, 144-145, 2014.06.
5. Serious Game Project at Kyushu University has developed “REHABILIUM” the rehabilitation game
to support stand-up training since 2010 in collaboration with Nagao Hospital to make the hard training
enjoyable. The results from the clinical trials of the game both at hospital and Long-Term Care Health Facility
showed it was a useful and safe game. In this article, I introduce the significance of the game for rehabilitation
taking in consideration of upcoming super aging society and specific issues when you bring them to the medical
or welfare facilities..
Works, Software and Database
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1. Kiyosada Anraku,Hiroyuki Matsuguma., Production of Games for Vision Training Support of People with Developmental Disabilities., Asia Digital Art and Design Association 2018, 2018.11.
2. Tsuyoshi Matsunoshita,Hiroyuki Matsuguma., Content Production to Enhance the Relationship between the Game and the Player., Asia Digital Art and Design Association 2018, 2018.11.
3. hiroyuki matsuguma, A study of serious game for healthcare and rehabilitation, MEIS2016: Mathematical Progress in Expressive Image Synthesis, 2016.11.
4. hiroyuki matsuguma, Development and Verification of the Game Locomo de Balamingo, Asia Digital Art and Design Association 2016, 2016.11.
5. hiroyuki matsuguma, Fumitada Hattori, J.KAJIWARA, Development of a rehabilitation game to support stand-up exercise and its usability in care facilities., ISG2014, 2014.06.
6. hiroyuki matsuguma, Fumitada Hattori, 「Game for stand-up rehabilitation training -How We Stand Up to Our Super Aging Society-」
, Games for Health Europe 2014, 2014.10, We developed the game to help stand-up rehabilitation training in collaboration with Nagao Hospital
and its commercial version “Rehabilium Kiritsu-kun” has been put on the market since March 2013.
We’ve adopted this game to an elderly day care center over a year and verified the usability and the physical effects. In comparison with the data of required time of 10-meter walk between before and after the intervention, the significant improvement was found in the group that enjoyed playing the game without staff’s urging. And the same good improvement was also found in the number of steps in 10-meter walk. In this session, we’d like to share these results of our long term verification and how things are going at the facilities that keep using it.

In addition, we’ve also engaged in a new development of the game to prevent locomotive syndrome.
Locomotive syndrome is a state of one’s locomotorium (bones & joints, skeletal muscles, tendons, ligaments) is weakened by aging and increase the risk of being in need of nursing care.
There is a training to prevent these problems advocated by the Japanese Orthopaedic Association called Loco-Training and we picked up the balance training to make it a game.
The game “Locomo de Balamingo” is now playable and we are planing the public tests this year in collabration with local government. It would be nice if we could share our experience at the moment with the audience..
7. 松隈 浩之, 「Game for stand-up rehabilitation training -How We Stand Up to Our Super Aging Society-」
, Games for Health Europe 2013, 2013.10.
8. 松隈 浩之, 服部忠史, 「Research and Development of a Game for Stand-Up Rehabilitation Training
-How We Stand Up to Our Super Aging Society-, Serious Games & Social Connect 2013, 2013.08, Kyushu University has been developed a serious game for rehabilitation and verified its usefulness and safety in close collabration with Nagao Hospital since 2010.
We designed the game “Rehabilium” focused on a stand-up exercise which is a core exercise in daily rehabilitation training. The stand-up move is the most basic one out of ordinary life and it’s strongly recommended to be done in a stroke treatment guideline.
“Rehabilium” was developed by MEDICUS SHUPPAN, Publishers Co., Ltd (Osaka,Japan) as their commercial version “Rehabilium Kiritsu-kun” last year and they started selling it for use in long-term care health facilities and hospitals.
In this session, the head of SGP Hiroyuki Matsuguma and his collaborator Dr. Hattori describe the background how things went from our prototype to the release version with showing some evidence through the practical experiment.
9. We have researched and developed the game “Standing Growing Blooming Tree REHABILIUM” to support stand up-sit down
exercise since 2010 aiming to make a hard rehabilitation training more enjoyable. We designed and constructed the system of the
game adjusting the scene in the long-term care facility that games can be used more effectively for rehabilitation. The usefulness
and the safety of the game have been showed through our experiments..
10. Kyushu University has conducted the Serious Game Project under the scheme of industry-academia-government collaboration since last year. This project aims to promote serious games which are not well-established in Japanese society, accumulate developmental know-how to expand the game industry in the foreseeable future. This is a very rare system of game development in Japan. In this session, we introduce you the games we developed last year themed "environment problem" and discuss the potentiality of serious game while unveiling some problems we’ve facing. We also focus on serious games related to "health care" and "tourism" we’re working on this year to make our project more marketable. We would like to share the idea and the possibility with all audience..
Membership in Academic Society
  • Information Processing Society of Japan
  • Digital Games Research Association Japan
Educational Activities
- I assist to build the paper and artworks for graduate student in the Department of Visual Communication Design.
-I hold a post of lecture in International Student Center too. We consider the future plan of foreign student's education.