The present study is aimed at determining how teaching and learning in Japanese translation/interpretation classes are linked to the modality relationships among hearsay markers, which are schematized after dividing the difference of pragmatics in the three following relationships: information and speaker, information and listener, and speaker and listener. Information about seven Japanese hearsay markers was collected through a questionnaire over native Japanese speakers. The findings revealed that people, first, chose [youda] and [toiukotoda] usually as the hearsay expressions, considering the relationship between information and speaker. Second, people divided [tonokotoda] into two relationships between information and speaker, or between information and listener. The responses about [souda] were split considering the relationship between information and speaker and speaker and listener. [Rashi] and [toka] were chosen the most, considering the relationship between information and listener, and there was a relatively large number of [toiu(utte)].
All games support the meaningful play, and each mechanism producing meaning is various. In mobile role-playing game, automation of in-game action standardizes movements of avatars and diversify combat challenges. Thereby players reinforce their avatars and make various repertoires so as to cope with different contents. Players predict the result of their own actions based on short-term, juicy feedbacks. In conclusion, mobile role-playing game has 'strategy' as its action mode while the unit time required for meaningful play is highly reduced. This analysis is significant in the sense that it was the first step toward integrated change of game play experiences.