“Research Is a Game: AI-Powered Mentorship Enables Children’s Authentic Inquiry”, Joint Conference on Serious Games (JCSG), 2026, pp.174–189 Kenji Saito, et al., “Delegation as Design: An Accessible AI-and-Robotics Platform for Children’s Inquiry and Human-AI Co-Expression”, IEEE Region 10 Humanitarian Technology Conference (HTC), 2026, pp.48–53 Kenji Saito, Rei Tajika, Satoru Shibuya, Hiroshi Kanno, “Generative AI Use in Professional Graduate Thesis Writing: Adoption, Perceived Outcomes, and the Role of a Research-Specialized Agent”, arXiv:2604.02792, 2026 Kenji Saito, Shinji Hatta, Yasuhiro Yoshimura, Toshiya Hanada, “Learning to Govern the Orbital Commons: A Serious Game on Incentivizing Debris Removal”, GALA 2025, 2026, pp.313–323 Kenji Saito, “Proof of Authenticity of General IoT Information with Tamper-Evident Sensors and Blockchain”, IEEE Region 10 Humanitarian Technology Conference (HTC), 2025, pp.264–269 Kenji Saito and Rei Tadika, “GAMER PAT: Research as a Serious Game”, arXiv:2510.21719, 2025 Kenji Saito, et al., “We Never Took the Kobayashi Maru Test Until Now. What Do You Think of Our Solutions? Journeys of the Mind Through a No-Win Game”, 2025 IEEE Conference on Games (CoG), 2025, pp.1–8 斉藤賢爾, 「AGI とメタ・ネイチャーがある世界におけるイノベーションと研究」, 研究 技術 計画, 39 巻, 4 号, 2025, pp.361–373 多作な方ですか? ← いえいえ、そんなことは! 新しいアイデアの創出が早まっているわけではないのですが (バックログが沢山あります) 真ん中辺りにある “GAMER PAT” により、異様に論文執筆の効率が 上がっています デジタルトランスフォーメーションと経済・金融の未来 / Digital Transformation and the Future of the Economy and Finance — 2026-11 – p. 11/17