Pub Date : 2026-05-01Epub Date: 2026-01-17DOI: 10.1016/j.entcom.2026.101084
Fatima Zohra Benzert, Hanane Sarnou
In computer role-playing games (CRPGs), players are afforded a large scope of identificatory possibilities, allowing for the formation of multi-layered and complex player-as-avatar constructs. Framing this liminal entanglement within James Gee’s projective identity theory, this study explored indepth the composition and structure of player-as-avatar constructs. We employed a narrative inquiry approach using semi-structured interviews to collect comprehensive storied accounts of projective identity formation experiences from the subjective perspective of 14 players from different backgrounds, specifically in CRPG contexts. Findings indicated that projective identities may constitute various overlapping self-defining components across personal, social, relational, and material levels. These identities are shaped by both game affordances and players’ transgressive engagement with game design and content, which highlights the nuanced and fluid nature of identity formation in virtual spaces. This research provides new insights into the multi-layered structure of projective identities and emphasises the importance of understanding player perspectives in the study of virtual identity construction.
{"title":"Unravelling the projective identity in computer role-playing games: A narrative inquiry","authors":"Fatima Zohra Benzert, Hanane Sarnou","doi":"10.1016/j.entcom.2026.101084","DOIUrl":"10.1016/j.entcom.2026.101084","url":null,"abstract":"<div><div>In computer role-playing games (CRPGs), players are afforded a large scope of identificatory possibilities, allowing for the formation of multi-layered and complex player-as-avatar constructs. Framing this liminal entanglement within James Gee’s projective identity theory, this study explored indepth the composition and structure of player-as-avatar constructs. We employed a narrative inquiry approach using semi-structured interviews to collect comprehensive storied accounts of projective identity formation experiences from the subjective perspective of 14 players from different backgrounds, specifically in CRPG contexts. Findings indicated that projective identities may constitute various overlapping self-defining components across personal, social, relational, and material levels. These identities are shaped by both game affordances and players’ transgressive engagement with game design and content, which highlights the nuanced and fluid nature of identity formation in virtual spaces. This research provides new insights into the multi-layered structure of projective identities and emphasises the importance of understanding player perspectives in the study of virtual identity construction.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"57 ","pages":"Article 101084"},"PeriodicalIF":2.4,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146025770","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-05-01Epub Date: 2026-01-11DOI: 10.1016/j.entcom.2026.101085
Tao Yan
Within this regard, the pervasiveness of the Internet and social networking websites has fully dramaturgically altered traditional cultural attitudes towards dating and relationships in the trend of establishing acquaintances through cyberspace prior to face-to-face dates. During these first dates, it is quite common that an individual must make one of life’s most grueling decisions-to pursue or foreclose an emerging relationship. This research deals with the prediction of potential partners’ compatibility and the relation trajectory after the first date in online dating. In this research, the possibility of mutual compatibility of relationships could be estimated using artificial intelligence and machine learning approaches, which include the CATC, SVC, and LRC models optimized by Giant Armadillo Optimization. By carefully studying a wide variety of input parameters and corresponding prediction results, the present study brings out that an optimized result of CATC with GAO, known as the CAGA model, derives an accuracy of 0.987 with the same level of precision at the time of training itself. Thus, in this regard, the model CAGA emerges as the ultimate best predictor and has been especially marked for their accuracy towards real-world relationships.
{"title":"Beyond the screen: Machine learning models for forecasting relationship compatibility after initial meetings","authors":"Tao Yan","doi":"10.1016/j.entcom.2026.101085","DOIUrl":"10.1016/j.entcom.2026.101085","url":null,"abstract":"<div><div>Within this regard, the pervasiveness of the Internet and social networking websites has fully dramaturgically altered traditional cultural attitudes towards dating and relationships in the trend of establishing acquaintances through cyberspace prior to face-to-face dates. During these first dates, it is quite common that an individual must make one of life’s most grueling decisions-to pursue or foreclose an emerging relationship. This research deals with the prediction of potential partners’ compatibility and the relation trajectory after the first date in online dating. In this research, the possibility of mutual compatibility of relationships could be estimated using artificial intelligence and machine learning approaches, which include the CATC, SVC, and LRC models optimized by Giant Armadillo Optimization. By carefully studying a wide variety of input parameters and corresponding prediction results, the present study brings out that an optimized result of CATC with GAO, known as the CAGA model, derives an accuracy of 0.987 with the same level of precision at the time of training itself. Thus, in this regard, the model CAGA emerges as the ultimate best predictor and has been especially marked for their accuracy towards real-world relationships.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"57 ","pages":"Article 101085"},"PeriodicalIF":2.4,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146080582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-05-01Epub Date: 2026-01-22DOI: 10.1016/j.entcom.2026.101091
Michail Vardakis , George Margetis , Ioannis Chatzakis , Konstantinos C. Apostolakis , Constantine Stephanidis
The growth of esports as a widely enjoyed activity for entertainment and social engagement has positioned it as one of the prominent domains of entertainment, gaming, and sports, attracting considerable interest from the research community. Considering that esports generate rich, real-time telemetry data, which can constitute the critical mass needed for researching data analysis and forecasting, a significant potential arises, especially in providing more engaging viewing and commentary. In this work, we study short-horizon event prediction in League of Legends, focusing on predicting imminent player elimination events (”deaths”) instead of overall outcome prediction during professional matches. We propose a time-series forecasting approach based on Temporal Fusion Transformers that uses multi-modal in-game data formulated as time-series to forecast near-term elimination events. Our system is designed to facilitate esports sportscasters, directors, producers, and content creators, attempting to surface likely high-impact moments and support proactive narrative cues. Trained in less than 200 matches, for a 5.0-second forecasting horizon and based on 10.0 s worth of historical data, our model achieves a score of around 0.6, which constitutes its performance comparable to similar work. This study demonstrates that short-horizon event forecasting is feasible using in-game data and transformer-based temporal models for the esports domain, thereby introducing a novel approach addressing a research topic that is rarely explored in esports analytics literature. Its findings suggest practical improvements for real-time support of esports’ storytelling experience and open avenues for future research on anticipatory analytics in interactive and spectator-driven digital sports.
{"title":"Prediction of MOBA game events based on In-Game Data","authors":"Michail Vardakis , George Margetis , Ioannis Chatzakis , Konstantinos C. Apostolakis , Constantine Stephanidis","doi":"10.1016/j.entcom.2026.101091","DOIUrl":"10.1016/j.entcom.2026.101091","url":null,"abstract":"<div><div>The growth of esports as a widely enjoyed activity for entertainment and social engagement has positioned it as one of the prominent domains of entertainment, gaming, and sports, attracting considerable interest from the research community. Considering that esports generate rich, real-time telemetry data, which can constitute the critical mass needed for researching data analysis and forecasting, a significant potential arises, especially in providing more engaging viewing and commentary. In this work, we study short-horizon event prediction in League of Legends, focusing on predicting imminent player elimination events (”deaths”) instead of overall outcome prediction during professional matches. We propose a time-series forecasting approach based on Temporal Fusion Transformers that uses multi-modal in-game data formulated as time-series to forecast near-term elimination events. Our system is designed to facilitate esports sportscasters, directors, producers, and content creators, attempting to surface likely high-impact moments and support proactive narrative cues. Trained in less than 200 matches, for a 5.0-second forecasting horizon and based on 10.0 s worth of historical data, our model achieves a <span><math><msub><mrow><mi>F</mi></mrow><mrow><mn>1</mn></mrow></msub></math></span> score of around 0.6, which constitutes its performance comparable to similar work. This study demonstrates that short-horizon event forecasting is feasible using in-game data and transformer-based temporal models for the esports domain, thereby introducing a novel approach addressing a research topic that is rarely explored in esports analytics literature. Its findings suggest practical improvements for real-time support of esports’ storytelling experience and open avenues for future research on anticipatory analytics in interactive and spectator-driven digital sports.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"57 ","pages":"Article 101091"},"PeriodicalIF":2.4,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146025771","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-05-01Epub Date: 2026-01-18DOI: 10.1016/j.entcom.2026.101089
Zhenglin Zhang, Chenyan Li
With the Internet’s growth and evolving lifestyle needs, social activities have extended into virtual online environments. We investigate factors affecting avatar identification in online games and their consequences, to guide game design and prevent internet addiction. This study analyzes the impact of avatar similarity and attachment styles on self-avatar and avatar-avatar identification through questionnaires, also examining presence’s moderating and substitutive roles. Using Smart PLS 4.0, we constructs a structural equation model showing that similarity enhances avatar identification; anxious attachment positively and avoidant attachment negatively influence it; avatar identification promotes game engagement; presence and avatar similarity mutually influence and substitute in avatar identification; Presence weakens the avoidant attachment-avatar identification link. This paper advises game developers to conduct market research for user profiling, offer customizable avatars, minimize user-avatar differences, and enhance immersion. It also encourages gamers to balance real and virtual identities, promoting enjoyable avatar identification and personal development.
{"title":"Avatar identification in online games: the moderating role of presence","authors":"Zhenglin Zhang, Chenyan Li","doi":"10.1016/j.entcom.2026.101089","DOIUrl":"10.1016/j.entcom.2026.101089","url":null,"abstract":"<div><div>With the Internet’s growth and evolving lifestyle needs, social activities have extended into virtual online environments. We investigate factors affecting avatar identification in online games and their consequences, to guide game design and prevent internet addiction. This study analyzes the impact of avatar similarity and attachment styles on self-avatar and avatar-avatar identification through questionnaires, also examining presence’s moderating and substitutive roles. Using Smart PLS 4.0, we constructs a structural equation model showing that similarity enhances avatar identification; anxious attachment positively and avoidant attachment negatively influence it; avatar identification promotes game engagement; presence and avatar similarity mutually influence and substitute in avatar identification; Presence weakens the avoidant attachment-avatar identification link. This paper advises game developers to conduct market research for user profiling, offer customizable avatars, minimize user-avatar differences, and enhance immersion. It also encourages gamers to balance real and virtual identities, promoting enjoyable avatar identification and personal development.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"57 ","pages":"Article 101089"},"PeriodicalIF":2.4,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146025769","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-05-01Epub Date: 2026-01-16DOI: 10.1016/j.entcom.2026.101087
Doan Viet Phuong Nguyen , Thanh-Binh Phung , Angelina Nhat-Hanh Le
The relationship between various media types is a complex and fascinating research topic. The ascent of online media has undoubtedly contributed to the decline of traditional media consumption. Despite their competition, traditional media can benefit from the social media user base. In the mentioned relationship, it is important to consider the effects of the social media users’ characteristics, such as the Bandwagon and News-finds-me perception, in accordance with the essential factors, including media credibility, using motivation, and re-use intention in the context of cross-platform, with television and SNS participation. Using the PLS-SEM procedure, this study evaluates the intricate relationship between the aforementioned factors. The findings indicate complementary effects between the two collaborative platforms, as the media users’ perceptions may influence the collaborative mediums’ perceived credibility and motivations, which in turn influence users’ re-use intention.
{"title":"The antecedents and consequences of Cross-platform Media credibility in an emerging country: The integration of News-Finds-Me Perception and Bandwagon Effect","authors":"Doan Viet Phuong Nguyen , Thanh-Binh Phung , Angelina Nhat-Hanh Le","doi":"10.1016/j.entcom.2026.101087","DOIUrl":"10.1016/j.entcom.2026.101087","url":null,"abstract":"<div><div>The relationship between various media types is a complex and fascinating research topic. The ascent of online media has undoubtedly contributed to the decline of traditional media consumption. Despite their competition, traditional media can benefit from the social media user base. In the mentioned relationship, it is important to consider the effects of the social media users’ characteristics, such as the Bandwagon and News-finds-me perception, in accordance with the essential factors, including media credibility, using motivation, and re-use intention in the context of cross-platform, with television and SNS participation. Using the PLS-SEM procedure, this study evaluates the intricate relationship between the aforementioned factors. The findings indicate complementary effects between the two collaborative platforms, as the media users’ perceptions may influence the collaborative mediums’ perceived credibility and motivations, which in turn influence users’ re-use intention.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"57 ","pages":"Article 101087"},"PeriodicalIF":2.4,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146025768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-05-01Epub Date: 2026-01-12DOI: 10.1016/j.entcom.2026.101088
Artin Lafrance, Ratvinder Grewal
League of Legends (LoL) is a popular Multiplayer Online Battle Arena (MOBA) video game with a competitive ranked system. This study trained XGBoost, Random Forest, and Logistic Regression models on Bronze and Diamond tier datasets in order to predict match outcomes as well as observe differences in model performance on Bronze to Diamond tiers. Exactly, 20,781 matches were collected using the Riot API with the intended goal of having 5000 matches for Bronze and Diamond tiers and 1500 for the remaining tiers. Datasets were created for 10, 15, 20 and 25 min for each tier. XGBoost outperformed the other models, as it achieved an accuracy of 72.7% at 10 min for both Bronze and Diamond-trained tiers. At the 15 min interval, the XGBoost model achieved an accuracy of 77.1% trained on Bronze and 76.9% trained on Diamond. At the 20 min interval, it reached an accuracy of 79.3% for the Bronze-trained model and 80.1% on the Diamond-trained model. At the 25 min interval, this accuracy increased to 82.1% for Bronze-trained and 82.8% for Diamond-trained. The Diamond test datasets between 10 to 25 min were more accurately predicted compared to other tiers.
{"title":"Determining the effects of League of Legends ranked tiers on outcome prediction models","authors":"Artin Lafrance, Ratvinder Grewal","doi":"10.1016/j.entcom.2026.101088","DOIUrl":"10.1016/j.entcom.2026.101088","url":null,"abstract":"<div><div>League of Legends (LoL) is a popular <em>Multiplayer Online Battle Arena</em> (MOBA) video game with a competitive ranked system. This study trained XGBoost, Random Forest, and Logistic Regression models on Bronze and Diamond tier datasets in order to predict match outcomes as well as observe differences in model performance on Bronze to Diamond tiers. Exactly, 20,781 matches were collected using the Riot API with the intended goal of having 5000 matches for Bronze and Diamond tiers and 1500 for the remaining tiers. Datasets were created for 10, 15, 20 and 25 min for each tier. XGBoost outperformed the other models, as it achieved an accuracy of 72.7% at 10 min for both Bronze and Diamond-trained tiers. At the 15 min interval, the XGBoost model achieved an accuracy of 77.1% trained on Bronze and 76.9% trained on Diamond. At the 20 min interval, it reached an accuracy of 79.3% for the Bronze-trained model and 80.1% on the Diamond-trained model. At the 25 min interval, this accuracy increased to 82.1% for Bronze-trained and 82.8% for Diamond-trained. The Diamond test datasets between 10 to 25 min were more accurately predicted compared to other tiers.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"57 ","pages":"Article 101088"},"PeriodicalIF":2.4,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145996324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-05-01Epub Date: 2026-01-22DOI: 10.1016/j.entcom.2026.101090
Xin Liu , Fangxian Yi
Due to table tennis’s speed and complexity, movement analysis and planning are essential. The pace of these actions and the athletes’ playing styles make conventional analytical approaches difficult. This work introduces a fuzzy decision-support system for the analysis of table tennis striking movements. Fuzzy Inference and Signal Processing for Table Tennis Striking Movement Analysis is the method. Preprocessing includes noise reduction and signal segmentation using preset criteria. Statistical and frequency metrics may be extracted from motion data via feature extraction. To improve accuracy, the hybrid technique employs an Echo State Network (ESN) classifier to combine expert knowledge with empirical data. The suggested approach can recognize striking motions with over 99.7% accuracy across various skill levels. Due to its versatility and real-time performance, this system is ideal for automated sports analytics, coaching, and officiating. Since the research provides a clear and flexible framework for analyzing table tennis motions, it may be applied to other racket sports. The suggested study offers a complete table tennis evaluation and improvement tool.
{"title":"A recognition method for hitting movements of table tennis players based on fuzzy decision support system","authors":"Xin Liu , Fangxian Yi","doi":"10.1016/j.entcom.2026.101090","DOIUrl":"10.1016/j.entcom.2026.101090","url":null,"abstract":"<div><div>Due to table tennis’s speed and complexity, movement analysis and planning are essential. The pace of these actions and the athletes’ playing styles make conventional analytical approaches difficult. This work introduces a fuzzy decision-support system for the analysis of table tennis striking movements. Fuzzy Inference and Signal Processing for Table Tennis Striking Movement Analysis is the method. Preprocessing includes noise reduction and signal segmentation using preset criteria. Statistical and frequency metrics may be extracted from motion data via feature extraction. To improve accuracy, the hybrid technique employs an Echo State Network (ESN) classifier to combine expert knowledge with empirical data. The suggested approach can recognize striking motions with over 99.7% accuracy across various skill levels. Due to its versatility and real-time performance, this system is ideal for automated sports analytics, coaching, and officiating. Since the research provides a clear and flexible framework for analyzing table tennis motions, it may be applied to other racket sports. The suggested study offers a complete table tennis evaluation and improvement tool.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"57 ","pages":"Article 101090"},"PeriodicalIF":2.4,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146080581","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Today’s immigration challenges underscore the importance of learning English as a key to accessing better opportunities and integrating into society, given its status as a standard language for communication. A common challenge in studying English as a foreign language is the lack of commitment to courses, resulting in inconsistent progress and difficulty achieving fluency. This study explores the impact of a Virtual Reality game on English vocabulary acquisition among learners of English as a Foreign Language. The game simulates a kitchen environment where users reproduce food recipes, an everyday topic universally relatable across cultures.
To validate the virtual environment, tests were conducted with 40 participants divided equally into experimental and control groups. Pre and post-tests measured vocabulary acquisition and listening comprehension, while a usability questionnaire assessed participants’ interaction with the VR system. Results showed that the experimental group achieved significant vocabulary improvements, with p-values of 0.02 and 0.01, compared to more modest gains in the control group. The usability test indicated high satisfaction and engagement levels, highlighting the VR tool as a compelling method for vocabulary learning in EFL learners.
{"title":"Educational games for learning vocabulary in English as a Foreign Language","authors":"Anna Tonda , Ricardo Pardo , Inmaculada Remolar , Veronica Rossano","doi":"10.1016/j.entcom.2025.101070","DOIUrl":"10.1016/j.entcom.2025.101070","url":null,"abstract":"<div><div>Today’s immigration challenges underscore the importance of learning English as a key to accessing better opportunities and integrating into society, given its status as a standard language for communication. A common challenge in studying English as a foreign language is the lack of commitment to courses, resulting in inconsistent progress and difficulty achieving fluency. This study explores the impact of a Virtual Reality game on English vocabulary acquisition among learners of English as a Foreign Language. The game simulates a kitchen environment where users reproduce food recipes, an everyday topic universally relatable across cultures.</div><div>To validate the virtual environment, tests were conducted with 40 participants divided equally into experimental and control groups. Pre and post-tests measured vocabulary acquisition and listening comprehension, while a usability questionnaire assessed participants’ interaction with the VR system. Results showed that the experimental group achieved significant vocabulary improvements, with p-values of 0.02 and 0.01, compared to more modest gains in the control group. The usability test indicated high satisfaction and engagement levels, highlighting the VR tool as a compelling method for vocabulary learning in EFL learners.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101070"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145839658","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bharatanatyam, the oldest Indian classical dance form, relies on hand gestures to convey meanings and narratives. Recognizing these gestures is important for performance analysis and for supporting novice learners. This study presents the first comprehensive review of classification methods for Bharatanatyam single-hand gestures (Asamyukta Hastas), identifying key limitations in existing work. To address the lack of comprehensive datasets and their limited generalization, this study introduces a robust benchmark dataset collected from a large number of dancers. Previous methods, which relied solely on either deep or hand-crafted features, struggled to capture the fine-grained details of complex gestures. To overcome this, an ensemble Convolutional Neural Network (CNN) based model is proposed to classify 30 Asamyukta Hastas using both deep and hand-crafted features. From each raw hand-gesture image, a hand-landmark skeleton image is generated to capture finger positions while removing extraneous details. In addition, an embedded hand-landmark image is produced to provide landmark cues alongside the raw visual features. Three individual CNN models are trained using raw hand gesture images, hand-landmark skeleton images, and embedded hand-landmark images, as each modality provides complementary information. The performance of each CNN is further enhanced using an attention module, and their outputs are ultimately combined through a majority-voting ensemble strategy. The proposed model achieved an average accuracy of 98.28% and an average F1-score of 97.18% on the test set, with a mean recognition time of 325 ms. The source code and dataset for this work are publicly available at https://doi.org/10.5281/zenodo.11514705.
{"title":"A comprehensive review and ensemble CNN approach for Bharatanatyam single-hand gesture classification","authors":"Kokul Thanikasalam, Amirthalingam Ramanan, Pavithra Kanmanirajah","doi":"10.1016/j.entcom.2025.101069","DOIUrl":"10.1016/j.entcom.2025.101069","url":null,"abstract":"<div><div>Bharatanatyam, the oldest Indian classical dance form, relies on hand gestures to convey meanings and narratives. Recognizing these gestures is important for performance analysis and for supporting novice learners. This study presents the first comprehensive review of classification methods for Bharatanatyam single-hand gestures (Asamyukta Hastas), identifying key limitations in existing work. To address the lack of comprehensive datasets and their limited generalization, this study introduces a robust benchmark dataset collected from a large number of dancers. Previous methods, which relied solely on either deep or hand-crafted features, struggled to capture the fine-grained details of complex gestures. To overcome this, an ensemble Convolutional Neural Network (CNN) based model is proposed to classify 30 Asamyukta Hastas using both deep and hand-crafted features. From each raw hand-gesture image, a hand-landmark skeleton image is generated to capture finger positions while removing extraneous details. In addition, an embedded hand-landmark image is produced to provide landmark cues alongside the raw visual features. Three individual CNN models are trained using raw hand gesture images, hand-landmark skeleton images, and embedded hand-landmark images, as each modality provides complementary information. The performance of each CNN is further enhanced using an attention module, and their outputs are ultimately combined through a majority-voting ensemble strategy. The proposed model achieved an average accuracy of 98.28% and an average F1-score of 97.18% on the test set, with a mean recognition time of 325 ms. The source code and dataset for this work are publicly available at <span><span>https://doi.org/10.5281/zenodo.11514705</span><svg><path></path></svg></span>.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101069"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145840243","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-01Epub Date: 2026-01-08DOI: 10.1016/j.entcom.2026.101082
Yu-lin Gong , Min-kai Wang , Yun-Fang Tu , Chang-qin Huang , Di Zhang
Digital Game-Based Learning (DGBL) has demonstrated effectiveness in fostering engagement and academic achievement but faces challenges in adaptability, real-time feedback, and personalized scaffolding. Large Language Models (LLMs) offer promising solutions by enabling interactive learning experiences, dynamic assessments, and adaptive instructional support. This scoping review systematically examines the integration of LLMs in DGBL, assessing their impact on student engagement, learning outcomes, and pedagogical effectiveness. Following PRISMA-ScR guidelines, seven peer-reviewed studies published between 2024 and 2025 were identified from Web of Science, Scopus, ERIC, and PubMed. Thematic analysis revealed that LLM-enhanced DGBL primarily supports three functional roles: (1) conversational AI for interactive scaffolding, facilitating real-time student-NPC interactions; (2) adaptive learning support, personalizing feedback and guiding problem-solving strategies; and (3) automated assessment, evaluating student performance and providing instructional interventions. Findings indicate that LLM-driven DGBL enhances student motivation, cognitive engagement, and academic performance while reducing cognitive load. However, key challenges persist, including AI over-reliance, transparency concerns, and the need for ethical safeguards. Future research should explore longitudinal effects, interdisciplinary applications, and AI literacy strategies to ensure responsible and effective integration of LLMs in game-based learning.
数字游戏学习(Digital Game-Based Learning, DGBL)在促进参与和学术成就方面已经证明了有效性,但在适应性、实时反馈和个性化框架方面面临挑战。大型语言模型(llm)通过实现交互式学习体验、动态评估和适应性教学支持,提供了有前途的解决方案。这一范围审查系统地检查了法学硕士在DGBL中的整合,评估了他们对学生参与、学习成果和教学效率的影响。遵循PRISMA-ScR指南,从Web of Science、Scopus、ERIC和PubMed中确定了2024年至2025年间发表的7项同行评议研究。专题分析显示,llm增强的DGBL主要支持三个功能角色:(1)用于交互式脚手架的会话AI,促进实时学生与npc的交互;(2)自适应学习支持、个性化反馈和指导性问题解决策略;(3)自动评估,评估学生表现并提供教学干预。研究结果表明,llm驱动的DGBL提高了学生的学习动机、认知投入和学习成绩,同时减少了认知负荷。然而,关键挑战依然存在,包括对人工智能的过度依赖、对透明度的担忧以及对道德保障的需求。未来的研究应该探索纵向效应、跨学科应用和人工智能素养策略,以确保法学硕士在基于游戏的学习中负责任和有效地整合。
{"title":"Beyond pre-scripted interactions: mapping the integration of LLMs in digital game-based learning – a scoping review","authors":"Yu-lin Gong , Min-kai Wang , Yun-Fang Tu , Chang-qin Huang , Di Zhang","doi":"10.1016/j.entcom.2026.101082","DOIUrl":"10.1016/j.entcom.2026.101082","url":null,"abstract":"<div><div>Digital Game-Based Learning (DGBL) has demonstrated effectiveness in fostering engagement and academic achievement but faces challenges in adaptability, real-time feedback, and personalized scaffolding. Large Language Models (LLMs) offer promising solutions by enabling interactive learning experiences, dynamic assessments, and adaptive instructional support. This scoping review systematically examines the integration of LLMs in DGBL, assessing their impact on student engagement, learning outcomes, and pedagogical effectiveness. Following PRISMA-ScR guidelines, seven peer-reviewed studies published between 2024 and 2025 were identified from Web of Science, Scopus, ERIC, and PubMed. Thematic analysis revealed that LLM-enhanced DGBL primarily supports three functional roles: (1) conversational AI for interactive scaffolding, facilitating real-time student-NPC interactions; (2) adaptive learning support, personalizing feedback and guiding problem-solving strategies; and (3) automated assessment, evaluating student performance and providing instructional interventions. Findings indicate that LLM-driven DGBL enhances student motivation, cognitive engagement, and academic performance while reducing cognitive load. However, key challenges persist, including AI over-reliance, transparency concerns, and the need for ethical safeguards. Future research should explore longitudinal effects, interdisciplinary applications, and AI literacy strategies to ensure responsible and effective integration of LLMs in game-based learning.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101082"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145977102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}