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From pixels to choices: Understanding the influence of video games on decision-making skills
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-04-03 DOI: 10.1016/j.entcom.2025.100953
A. Martínez-Maldonado
In recent years, the influence of the use of video games on cognition has been studied. However, there is no agreement on the way in which they affect processes such as decision making. Therefore, the aim of this paper is to study the impact of habitual video game use on decision making from a somatic marker perspective. For this study, a total of 46 healthy participants were recruited and grouped according to their frequency of video game use: Frequent Gamers Group (FG; n = 20) and Non-Gamers Group (NG; n = 26). The decision-making from the somatic marker perspective was assessed with the Iowa Gambling Task paradigm. Total task performance (TTP), decisions under conditions of ambiguity (DCA) and decisions under risk conditions (DRC) were analyzed using Student’s t-test for independent samples. After analyzing the results, it was observed that the FG group performed significantly better in the TTP and DCA variables compared to the NG group. The results could be reflecting how the habitual use of video games could be influencing the ability to make decisions. Hence, this seems to be produced by the anticipated establishment of the somatic marker under ambiguity conditions, which favors more advantageous decisions in general.
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引用次数: 0
The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-04-01 DOI: 10.1016/j.entcom.2025.100950
Irina Ervits, Julia Maintz
This research focuses on the trade-off between data privacy and the convenience of using modern, built-in automobile infotainment systems as a precursor to intelligent vehicles. Our research approach involves a survey with experimental elements. Various dimensions of consumers’ ‘convenience of use’ and ‘openness to sharing data’ were identified via focus groups and incorporated into the survey of a sample of young consumers. The conceptual model was tested using structural equation modelling in SmartPLS 4. The main finding is the positive relationship between ‘convenience of use’ and ‘openness to sharing data’ implying the wiliness of young consumers to forgo privacy concerns in exchange of higher levels of perceived convenience. The warning given to the experimental group about the potential risk to data privacy did not solicit the expected response, as both the experimental and the control groups were equally willing to exchange their personal data for the convenience of using modern infotainment systems. The main contribution of this empirical study is in pursuing a nomological framework to conceptualize and develop an original scale for the ‘convenience of use’ and ‘openness to sharing data’ constructs. To our knowledge, this is the first study to focus on the convenience/data privacy trade-off applied to modern infotainment systems. Modern infotainment systems are the heralds of intelligent vehicles and more automated modes of transportation. Today consumers frequently exchange their data for convenience, so the legal and ethical boundaries of data-sharing in the context of infotainment systems must be discussed.
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引用次数: 0
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision 革命性的多媒体游戏即服务(GaaS)语言教育:用于计算机视觉的增强型多接入边缘计算和混合现实技术
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-04-01 DOI: 10.1016/j.entcom.2025.100954
G.A Senthil , R. Prabha
The influence of games in today’s world is vast and multifaceted, impacting various aspects of society and individual lives. This proposal presents an innovative language acquisition technique based on a Game-as-a-Service (GaaS) platform. The concept builds on the capabilities of Mixed Reality (MR) and Multi-Access Edge Computing (MEC) to create an interactive and personalized learning environment. Imagine immersing yourself in virtual worlds, conversing with AI-driven characters, and receiving rapid responses via computer vision analysis. This GaaS paradigm has the potential to turn language learning into an engaging and extremely efficient undertaking by enabling tailored learning experiences, increasing accessibility, and creating a collaborative learning environment. Consider a situation in which learners immerse themselves in virtual environments, converse with AI-powered characters, and receive rapid feedback via computer vision analysis. This novel GaaS paradigm has the potential to alter language learning, making it not only engaging but also extremely efficient. The emphasis is on personalizing learning experiences to individual tastes, increasing accessibility, and creating a collaborative learning environment that goes beyond standard language teaching approaches. The combination of MR and MEC technologies creates a dynamic platform that exceeds traditional language learning methods. By combining the immersive nature of virtual worlds with AI-driven interactions and real-time feedback systems, learners may have a more holistic and engaging language acquisition experience. This novel GaaS model envisions a future in which language learning is more than simply a work, but a joyful and social experience tailored to each learner’s specific requirements.
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引用次数: 0
Multi-Agent Reinforcement Learning for creating intelligent agents in social networks-oriented role playing games
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-28 DOI: 10.1016/j.entcom.2025.100941
Francisco Martinez-Gil, Eduard Gil-Magraner
We present a study for building intelligent Non-Playable Characters (NPCs) that act autonomously as main characters in a hand-to-hand combat-themed Role-playing game (RPG). These types of games are very popular in social networking platforms such as Discord, Amino and WhatsApp. Our work aims for creating intelligent characters that learn individual and collaborative game skills behaving as true opponents for human players. We select three reinforcement learning (RL) algorithms (DQN, PPO and QMIX) to be used with different multi-agent approaches: centralized, totally decentralized and centralized training with decentralized execution (CTDE). First, we assess their performance in NPCs against NPCs fighting with a battery of learning tasks varying the configurations of the fighting groups. Secondly, we suggest a learning strategy that separates the fighting learning in two independent processes for each agent: attack and defense, giving better results than learning a single process for the whole combat. Lastly, we present an analysis of human vs. NPC combats and groups of human vs. groups of NPCs based on the number of victories and a Likert scale survey, concluding that our intelligent agents behave better than an average human player.
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引用次数: 0
Analyzing cross-platform gaming experiences using topic modeling
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-24 DOI: 10.1016/j.entcom.2025.100946
Youngju Sim , Tae-Sun Chung , Inyoung Park
Due to variations in platform characteristics and user preferences, user experience (UX) differs across platforms, and research on the UX of cross-platform games remains in its early stages. Accordingly, cross-platform games should be tailored to each platform’s unique characteristics. However, few studies have adequately considered these differences for cross-platform games. Given the unique concepts and content of cross-platform games, as well as the evolving technologies and user needs specific to each platform, it is essential to explore how each platform influences UX. To address this gap, we employed text-mining techniques to analyze UX from cross-platform reviews of Among Us. We identified 12 topics, four of which overlap between platforms. Our findings revealed that users on different platforms preferred distinct methods of chat and social interaction. PC users favored voice chat more than mobile users and expressed a higher demand for social communication. In purchasing patterns, PC users tend to prioritize additional content, such as expansions or downloadable content (DLC), while mobile users are more interested in character customization options. This suggests that developers should tailor strategies to each platform’s unique user preferences and behaviors to satisfy users across multiple platforms.
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引用次数: 0
Using gamification to enhance learning: A college course case study
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100942
Chih-Chien Wang , Shu-Chen Chang , Yu Han Yu
Gamification means using game design elements, such as rules, structure, voluntary participation, uncertain outcomes, conflict, decision-making, and outcomes, in non-game contexts. The study compares the differences in learning outcomes and engagement between gamified and traditional instruction methods in university classrooms. Two groups of university students were taught by the same teacher, using the same materials and exams but with different teaching designs. The experimental group used the gamified software Classcraft for assignments, which involved points, badges, leaderboards, and social and entertaining game features, while the control group used traditional lectures and assignments. The results showed a significant improvement in the exam scores of the experimental group of gamified instruction compared to the control group of traditional lecture instruction.
Additionally, the study found that gamified instruction has several positive effects, such as reducing learning stress, increasing course enjoyment, and enhancing both in-class engagement and after-school learning motivation. Gamified instruction enhances learning engagement, which positively influences academic performance and increases the range of improvement. This study provides empirical evidence for using gamified teaching in university education and discusses the design principles and practical applications of gamified teaching. The study concludes that gamification can be used in university classrooms to improve student engagement and learning performance.
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引用次数: 0
Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100944
Marcus Toftedahl
This paper presents field studies conducted at two indie game development companies – one in Sweden and one in China. The study aims to provide a deeper understanding of the complex nature of indie game development and how indie game developers using a self-publishing business model work with game localization as a part of the development process. The research is guided by the research question “ How do indie game developers prioritize and work with game localization as a development process?” explored from three perspectives: the strategic perspective, where the decisions behind the localization are in focus; the development perspective, exploring the development processes; and the product perspective, using a participatory observation method. The results indicate that game localization is a task among several important tasks, and by omitting to plan for localization can impact the game developed severely. An organizational model of indie game development companies is presented, highlighting the many different development tasks needed to be handled either by using internal or external competences.
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引用次数: 0
Assessing player engagement in local indie games: A qualitative study of affective game design elements
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100945
Yiing Y’ng Ng , Robert Jeyakumar Nathan , Chee Weng Khong
This paper presents the insights and categories of affective game design elements that are crucial for engaging local independent (indie) games. In recent years, the game industry has grown rapidly with the rising focus on studying emotion in video games, particularly in the indie game sector. Indie game success relies on visibility in elite platforms, driving local indie developers to prioritize high-quality games to compete globally. Thus, creating games that provide an enjoyable and engaging experience for diverse players is crucial. The emotions that player experience during the game is the key to keep them in the state of flow while fostering high immersion and engagement. Affective user-centered design (AUCD) plays a vital role in enhancing the player engagement by influencing player emotional experience and meeting their desires while engaging with the game design components. This study employs an observational approach to explore affective game design elements in indie games within the Malaysian context. The findings provide a clearer understanding of how these games engage local gamers and offer deeper insights into the essential elements for successful local indie game development, including their impact on player engagement, immersion, and gameplay involvement.
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引用次数: 0
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100943
Daniel Burguera-Bernalte , José-Antonio Gil-Gómez , Rosa Redolat , Patricia Mesa-Gresa

Introduction

Serious games (SGs) have potential for improving learning outcomes and academic performance. However, the field of neuroscience lacks sufficient empirical research in educational settings.

Objectives

The study aimed to assess the impact of NeuroApp, a mobile SGs application, on academic performance and explore the relationship between cognitive and psychophysiological variables with academic performance.

Methods

A two-phase study was conducted with undergraduate students from psychology. The first phase (n = 42) required to complete a knowledge questionnaire administered before and after 8 weeks of using NeuroApp and also a user satisfaction survey. The second phase (n = 18) aimed to obtain cognitive and psychophysiological measures.

Results

A notable enhancement in learning outcomes was observed among students after using NeuroApp (t(14) = -2.46; p = 0.027) compared to the initial assessment. However, in the initial phase, a portion of responses (n = 12) were excluded due to incomplete test engagement. User satisfaction survey revealed that NeuroApp was perceived as a beneficial tool, achieving a score of 79.13 %. The standout finding from the second phase was a positive correlation between the Stroop test and academic performance (r(11) = 0.604, p = 0.029).

Discussion and conclusion

The findings suggest that SGs, such as NeuroApp, can enhance neuroscience education by improving learning outcomes and academic performance. It highlighted the potential role of cognitive and psychophysiological variables in academic performance. Future research should consider larger sample sizes and better timing with students’ academic responsibilities. This study will contribute to obtain valuable insights into the effectiveness of SGs in educational settings.
引言严肃游戏(SGs)具有提高学习效果和学习成绩的潜力。本研究旨在评估移动 SGs 应用程序 NeuroApp 对学业成绩的影响,并探讨认知和心理生理变量与学业成绩之间的关系。方法对心理学专业的本科生进行了一项分两个阶段的研究。第一阶段(n = 42)要求学生在使用 NeuroApp 8 周之前和之后完成一份知识问卷,以及一份用户满意度调查。第二阶段(n = 18)的目的是获得认知和心理生理方面的测量结果。结果与最初的评估结果相比,使用 NeuroApp 后,学生的学习成绩明显提高(t(14) = -2.46; p = 0.027)。然而,在初始阶段,由于参与测试不完整,部分答卷(n = 12)被排除在外。用户满意度调查显示,NeuroApp 被认为是一个有益的工具,得分为 79.13%。第二阶段的突出发现是 Stroop 测试与学习成绩之间存在正相关(r(11) = 0.604, p = 0.029)。研究强调了认知和心理生理变量在学习成绩中的潜在作用。未来的研究应考虑更大的样本量,并更好地配合学生的学业责任。这项研究将有助于获得有关在教育环境中使用电子学习软件有效性的宝贵见解。
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引用次数: 0
Personalized information technology instructional design based on transformer model
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100940
Jianbin Hu, Desheng Chen
With the continuous advancement of educational informatization, personalized teaching has received widespread attention as an important means to improve teaching quality and meet students’ differentiated needs. Especially in the field of information technology teaching, how to use advanced artificial intelligence technology to optimize teaching design and improve learning effect has become a frontier topic of educational research. As a deep learning technology with powerful sequence modeling capabilities, Transformer model has been widely used in natural language processing, recommendation systems and other fields. Based on Transformer model, this paper discusses its application and effect in personalized information technology instructional design. By analyzing the experimental data of 200 students, this paper constructs a personalized teaching model based on Transformer, which can dynamically adjust the teaching content and learning path according to students’ learning behavior and knowledge mastery. The experimental results show that after adopting the instructional design based on Transformer model, students’ academic performance is improved by 22.5 %, and the accuracy of personalized recommendation content is improved by 30 %. In addition, students’ learning initiative and participation have also increased significantly, and the number of classroom interactions has increased by 40 %. The research shows that the Transformer model can not only accurately identify students’ learning needs, but also realize real-time teaching adjustment, which provides a new solution for personalized information technology teaching. This study provides useful reference and practical support for the future development of intelligent teaching.
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引用次数: 0
期刊
Entertainment Computing
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