In this Theme Lecture in 2025, we study the game culture of Shogi (Japanese chess).
Shogi has a long history in Japan as both an intellectual game and a spectator sport, and it is deeply ingrained in Japanese culture. Shogi is the main focus of this study, which examines the cultural and mathematical aspects of the game, as well as its design. The lecture will also focus on contemporary entertainment culture, the state of intelligent games, and the penetration of mathematical technology, such as artificial intelligence, into society.
The lectures are conducted by professional chess players and guest lecturers, as well as through practical exercises using actual shogi game components.
Through learning about Shogi, students learn about the history of game culture. The goal is to acquire a method of thinking by linking various perspectives about Shogi from the perspectives of communication forms, game theory, game design, tool design, cultural history, etc.
Here is the translation of the lecture plan from Japanese to English:
#1: Introduction / Rules of Shogi
#2: History of Shogi (1) - Origin / Movement of Pieces
#3: History of Shogi (2) - Medieval Shogi / Checkmate and Forbidden Moves
#4: History of Shogi (3) - Modern Shogi / Checkmate
#5: History of Shogi (4) - Structure of the Shogi World / Building Fortresses
#6: Shogi Equipment / Value of the Pieces
#7: Responding to Reaction Paper Questions / Tsume Shogi (1)
#8: World of Female Professional Players / Tsume Shogi (2)
#9: Words Originating from Shogi, Literary Works / Setting Up a Game Record
#10: Shogi Around the World / Tactics
#11: Computer Shogi / Assessing the Position
#12: Mathematics and Shogi / Assessing the Position
#13: Design and Shogi / Shogi Tournaments (1)
#14: Shogi Tournaments (2)
Due to the nature of the lecture, the number of students enrolled may be limited. In such cases, a survey will be conducted among those who wish to attend, and priority may be given to those who are inexperienced or beginners in shogi.
During the lectures, online shogi services may be used as necessary. Instructions on how to use these services will be provided during the lectures.
For the report, students are required to discuss game culture based on their own interests and passions. Therefore, it is necessary to preliminarily confirm the connection between the content of each lecture and the games that each student is interested in. Additionally, students should review the rules and tactics of shogi, for instance, by using computer shogi software on their own.
No textbook will be used. Necessary materials will be distributed during the lecture.
Questions on the submitted reaction papers will be addressed at the beginning of the next lecture.
In each lecture, students are required to submit a reaction paper. Additionally, there will be two report assignments given. Grades will be determined by allocating 20% of the total to evaluating the reaction papers and 40% each to the report assignments.