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A comparative analysis of game experience in treadmill running applications 跑步机跑步应用中游戏体验的比较分析
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-12 DOI: 10.1016/j.entcom.2024.100888
Micaela Y. Martin, Carlos Marín-Lora, Miguel Chover
Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.
尽管跑步机跑步应用程序越来越受欢迎,但就用户体验而言,外部游戏与传统跑步模拟器之间的比较分析却很少见。本研究旨在通过研究三种不同跑步机跑步应用程序的用户体验来填补这一空白:Zwift(跑步模拟器)、Ring Fit Adventure(任天堂 Switch 游戏)和 Fitoon(移动专用跑步机游戏)。每个应用程序分别使用独特的交互机制--计步器、带Ring-Con的腿部控制器和智能手表,通过游戏体验问卷的游戏内版本进行评估。结果表明,与传统的跑步机跑步活动相比,体外游戏(尤其是 Fitoon)能显著提高能力、沉浸感和游戏流程。然而,与预期相反的是,使用智能手表进行互动并没有明显降低消极情绪的水平。这一发现凸显了跑步机跑步应用中交互机制及其对用户情绪影响之间关系的复杂性。通过对用户体验进行全面分析,本研究深入探讨了不同交互系统和平台的潜在优势和局限性,为开发更具情感吸引力和回报性的跑步机跑步应用程序提供了宝贵信息。
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引用次数: 0
Revenue effects of Denuvo digital rights management on PC video games Denuvo 数字版权管理对 PC 视频游戏收入的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-12 DOI: 10.1016/j.entcom.2024.100885
William M. Volckmann II
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引用次数: 0
The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process 表现程度对玩家的影响:探索玩家在游戏过程动态中的乐趣和参与度
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-10 DOI: 10.1016/j.entcom.2024.100887
Naying Gao, Mohd Nor Akmal Khalid, Hiroyuki Iida
This study explores the intricate dynamics between player performance, reward frequency, and unpredictability in gaming experiences within the context of game refinement theory. It introduces three key concepts: (inherent game risk), (player skill level), and (reward frequency concerning reinforcement learning), and investigates how their interplay influences player engagement and enjoyment. The research aims to contribute theoretical advancements in game design, user experience, and behavioral psychology by employing the motion-in-mind model. The findings reveal that highly skilled players (lower ) derive greater enjoyment due to their ability to navigate uncertainties efficiently, reaching an equilibrium where the measure of game refinement () equals the measure of unpredictability (). The study examines how players transition from (average skill) to (high skill), leading to a heightened gaming perception akin to perfect players. The research uncovers relationships between player skill (), game risk (), and reward frequency (). Furthermore, we extend previous research by observing the ratio of GR and AD values (denoted as ) to explore the balance between entertainment and surprise in different game types, providing valuable perspectives for practitioners and academicians.
本研究以游戏完善理论为背景,探讨了游戏体验中玩家表现、奖励频率和不可预测性之间错综复杂的动态关系。它引入了三个关键概念:(固有游戏风险)、(玩家技能水平)和(有关强化学习的奖励频率),并研究了它们之间的相互作用如何影响玩家的参与度和乐趣。研究旨在通过采用 "心动 "模型,为游戏设计、用户体验和行为心理学的理论进步做出贡献。研究结果表明,高技能玩家(较低)由于能够有效地驾驭不确定性而获得更大的乐趣,达到游戏精细度()等于不可预测性()的平衡。本研究探讨了玩家如何从(平均技能)过渡到(高技能),从而获得类似于完美玩家的更高游戏感知。研究揭示了玩家技能()、游戏风险()和奖励频率()之间的关系。此外,我们还通过观察 GR 值和 AD 值的比例(表示为)来扩展之前的研究,从而探索不同游戏类型中娱乐性和惊奇性之间的平衡,为从业人员和学者提供有价值的视角。
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引用次数: 0
Eight types of video game experience 八种电子游戏体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-30 DOI: 10.1016/j.entcom.2024.100882
Jukka Vahlo , Kai Tuuri

The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.

游戏体验研究是游戏研究中一个成熟的领域,有许多模型支持。这些模型虽然很有价值,但往往侧重于分析特定背景下的游戏体验,而不是促进比较分析。针对这一研究空白,我们的研究以经验为基础,确定了各种游戏中普遍存在的游戏体验类型。通过分析 1,193 名调查对象提供的 5,372 项游戏体验描述,本研究采用了受定性访谈流程启发的调查设计,有助于全面了解影响这些体验的各种因素。通过潜类分析,我们划分出八种不同的游戏体验类型:令人信服的挑战、身临其境的探索、富有创意的关怀、充满活力的冲刺、竞争激烈的射击、欢快的弹跳、战略管理和日常居住。每种类型都从潜类分析变量和附加调查变量两方面进行了分析,从而加深了我们对其独特性和可比性的理解。这种方法揭示了游戏体验的多面性,拓宽了我们对不同游戏类型中玩家参与度的认识,为游戏设计、市场营销和未来研究提供了实际意义。
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引用次数: 0
Exploring music-based attachment to video games through affect expressions in written memories 通过书面记忆中的情感表达探索基于音乐的电子游戏依恋
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-28 DOI: 10.1016/j.entcom.2024.100883
Kai Tuuri , Oskari Koskela , Heli Tissari , Jukka Vahlo

This paper presents an exploratory research on music-based attachment to video games, studied through personally valued game music memories. It focuses on people’s engagement with game music and game technologies, expanding previous research on the role of game music in people’s lives. We gathered 183 written game music memories and analyzed their contents and language. We focused on expressions of affect and sentiment, which we assumed would indicate affective involvement. However, we also explored the constitution of attachment by investigating how expressions of affect and sentiment were associated with other aspects in the stories that reflect personal valuation, focusing specifically on factors of autobiographical remembrance, conceptualizations of game music, and gaming technology related to memories. These investigations employed a mixed-methods approach that combined qualitative and statistical analyses. A major finding was that especially personal remembrances that involved an awareness of the self or related to the game music experience significantly predicted the use of expressions of affect and sentiment in the stories. In sum, the study outlines a framework for investigating people’s long-term engagement with technology as being intimately related to the context of everyday life and the constitution of self-understanding.

本文通过个人珍视的游戏音乐记忆,对基于音乐的电子游戏依恋进行了探索性研究。研究重点是人们与游戏音乐和游戏技术的接触,拓展了以往关于游戏音乐在人们生活中的作用的研究。我们收集了 183 篇书面游戏音乐回忆,并对其内容和语言进行了分析。我们的重点是情感和情绪的表达,我们认为这将表明情感参与。然而,我们还通过调查情感和情绪的表达与故事中反映个人价值的其他方面的关联,探索了依恋的构成,特别关注了自传式回忆的因素、游戏音乐的概念化以及与回忆相关的游戏技术。这些调查采用了混合方法,结合了定性分析和统计分析。研究的一个主要发现是,特别是涉及自我意识或与游戏音乐体验相关的个人回忆,对故事中情感和情绪表达的使用有显著的预测作用。总之,这项研究勾勒出了一个框架,用于调查人们与技术的长期接触,因为技术与日常生活背景和自我认识的构成密切相关。
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引用次数: 0
Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis 基于虚拟现实和游戏教学情感分析的交互式英语电子学习视频娱乐教学环境的开发
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-24 DOI: 10.1016/j.entcom.2024.100884
Jia Liu
With the rapid development of information technology, virtual reality (VR) and game teaching have gradually become an important tool in modern education. As a universal language, the innovation of English teaching methods is particularly important. This study aims to develop an interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching to enhance students’ learning interest and effect. By combining virtual reality technology with game teaching method, this paper designs and develops a set of interactive English e-learning video entertainment teaching platform. The platform uses emotion analysis technology to monitor students’ emotional state in real time and dynamically adjust teaching content according to emotional feedback. The results showed that the experimental group of students in English learning performance is significantly better than the control group, learning interest and participation is also significantly improved. Emotion analysis data showed that students in the experimental group showed more positive emotions when using the platform, and their learning pressure was significantly reduced. The interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching not only improves the learning effect of students, but also significantly improves their learning interest and participation.
随着信息技术的飞速发展,虚拟现实(VR)和游戏教学逐渐成为现代教育的重要手段。英语作为一门世界通用语言,其教学方法的创新显得尤为重要。本研究旨在开发一种基于虚拟现实和游戏教学的互动英语电子学习视频娱乐教学环境,以提高学生的学习兴趣和效果。本文通过将虚拟现实技术与游戏教学法相结合,设计开发了一套交互式英语网络学习视频娱乐教学平台。该平台利用情感分析技术实时监测学生的情感状态,并根据情感反馈动态调整教学内容。结果显示,实验组学生的英语学习成绩明显优于对照组,学习兴趣和参与度也明显提高。情绪分析数据显示,实验组学生在使用平台时表现出更多的积极情绪,学习压力明显减轻。基于虚拟现实和游戏教学的交互式英语网络学习视频娱乐教学环境不仅提高了学生的学习效果,还显著提高了学生的学习兴趣和参与度。
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引用次数: 0
Special issue on “Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world” 明日娱乐 "特刊:在具有生态意识的世界中维持人工智能和物联网" 特刊
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-23 DOI: 10.1016/j.entcom.2024.100881
K. Saravanan, P. Ashok
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引用次数: 0
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design 基于视觉技术和娱乐机器人的街道景观环境设计:计算机模拟游戏化景观设计
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.entcom.2024.100879
Xiaojing Zhang

In recent years, with the development of social economy and the innovation of science and technology, the street landscape environment design based on visual technology and entertainment robot has been widely concerned. This paper aims to explore how to use computer simulation and gamification design methods to enhance the entertainment and attractiveness of street landscapes. In this paper, the basic principles of computer vision and V2X vehicle networking are deeply studied, and a series of simulation experiments and data analysis are carried out in combination with actual scenarios to verify the feasibility and effectiveness of V2X vehicle networking mode based on computer vision in urban street landscape design. V2X vehicle networking mode through real-time information exchange with road infrastructure, other vehicles, pedestrians, etc., can obtain a large number of urban streetscape design related data. Studies have shown that this design approach can increase people’s interest and engagement in street landscapes, and increase the entertainment experience and sense of interaction of urban residents.

近年来,随着社会经济的发展和科学技术的创新,基于视觉技术和娱乐机器人的街道景观环境设计受到广泛关注。本文旨在探讨如何利用计算机仿真和游戏化设计方法来增强街道景观的娱乐性和吸引力。本文深入研究了计算机视觉和V2X车联网的基本原理,并结合实际场景进行了一系列仿真实验和数据分析,验证了基于计算机视觉的V2X车联网模式在城市街道景观设计中的可行性和有效性。V2X 车联网模式通过与道路基础设施、其他车辆、行人等进行实时信息交换,可以获取大量与城市街道景观设计相关的数据。研究表明,这种设计方法可以提高人们对街道景观的兴趣和参与度,增加城市居民的娱乐体验和互动感。
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引用次数: 0
A scoping literature review on influencing factors in live-streaming spectatorship experience 关于直播观众体验影响因素的范围性文献综述
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.entcom.2024.100872
Tomáš Pagáč , Regina Bernhaupt , Simone Kriglstein

Live-streaming is a popular phenomenon. It attracts both content creators and spectators, visible in new live-streaming platforms appearing and existing social platforms adding live-streaming features. The relevant body of games and human–computer interaction oriented literature has grown considerably. However, the research is highly diverse and multidisciplinary, and reviews on live-streaming research are missing. In this article, we explore the current research on influencing factors in live-streaming, to identify the state of the field and inform future research. A scoping review was conducted to map the currently researched topics and factors, to find emerging or understudied topics, and to analyze the state of multidisciplinary and multicultural cooperation. Two iterations of a literature search and a citation-based literature mapping were used to collect 348 peer-reviewed entries. Identified and classified themes were analyzed along with visualizations of the local citation network, concept co-occurrence, and an inter-country citation graph. As a result, the main actors, genres, and issues in live-streaming, the frequency with which they are researched, and their trends over time were identified and described. Games and esports dominate research; topics recently gaining interest are e-commerce, mental health, collaboration and teaching using streams, and promoting tourism using streams. The body of literature is well connected; scientific disciplines and research groups seem to be aware of each other. For future research, we recommend exploring non-gaming genres and hybrid events and pursuing interdisciplinary collaboration.

直播是一种流行现象。它吸引了内容创作者和观众,新的直播平台不断出现,现有的社交平台也增加了直播功能。以游戏和人机交互为导向的相关文献大量增加。然而,这些研究具有高度的多样性和多学科性,而关于直播研究的综述却十分缺乏。在本文中,我们探讨了当前有关直播影响因素的研究,以确定该领域的现状并为未来研究提供参考。我们进行了一次范围界定审查,以绘制当前研究的主题和因素图,发现新兴或研究不足的主题,并分析多学科和多文化合作的现状。通过文献检索和基于引文的文献图谱的两次迭代,共收集到 348 篇同行评议条目。在对已确定和分类的主题进行分析的同时,还对本地引文网络、概念共现和国家间引文图谱进行了可视化。结果,确定并描述了直播的主要参与者、流派和问题、研究频率及其随时间变化的趋势。游戏和电子竞技在研究中占主导地位;电子商务、心理健康、利用流媒体进行协作和教学以及利用流媒体促进旅游业等话题最近也越来越受到关注。这些文献之间联系紧密;科学学科和研究小组之间似乎相互了解。对于未来的研究,我们建议探索非游戏类型和混合活动,并寻求跨学科合作。
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引用次数: 0
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process 基于游戏化的虚拟机器人在城市景观设计中的应用:设计过程中的互动和娱乐体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.entcom.2024.100880
Wenling Wang

The traditional design process lacks fun and participation, so new elements need to be introduced to enhance the attraction and creativity of the design. The goal of the research is to design an urban landscape design method based on gamified elements and virtual robots to increase the interactivity and entertainment experience in the design process, and to explore its impact on the design results. This paper proposes an urban landscape design framework based on gamified elements and virtual robots, which includes multiple stages in the design process, each of which introduces different gamified tasks and interactions of virtual robots. Designers can gain new design ideas and inspiration by completing tasks and interacting with virtual robots. The study evaluated the effects of design methods using gamification elements and virtual robots on the design process and design results. The results show that this approach effectively increases the engagement and enjoyment of the design process, while also promoting innovation and sustainability of the design results. The urban landscape design method based on gamification elements and virtual robots has broad application prospects, which can bring more creativity and fun to urban landscape design.

传统的设计过程缺乏趣味性和参与性,因此需要引入新的元素来增强设计的吸引力和创造性。本研究的目标是设计一种基于游戏化元素和虚拟机器人的城市景观设计方法,以增加设计过程中的互动性和娱乐体验,并探讨其对设计结果的影响。本文提出了一个基于游戏化元素和虚拟机器人的城市景观设计框架,其中包括设计过程中的多个阶段,每个阶段都引入了不同的游戏化任务和虚拟机器人的互动。设计师可以通过完成任务和与虚拟机器人互动,获得新的设计理念和灵感。研究评估了使用游戏化元素和虚拟机器人的设计方法对设计过程和设计结果的影响。结果表明,这种方法能有效提高设计过程的参与度和乐趣,同时还能促进设计成果的创新性和可持续性。基于游戏化元素和虚拟机器人的城市景观设计方法具有广阔的应用前景,能为城市景观设计带来更多的创意和乐趣。
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引用次数: 0
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Entertainment Computing
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