This research investigated the impact of gamification’s utilitarian and hedonistic measurements on consumer brand engagement, loyalty, and WoM marketing outcomes. The data collection process was carried out in India using online and offline distribution of questionnaires. 231 forms were received, with 22 being eliminated due to inconsistencies, such as the identical answers to all questions, resulting in 209 responses acceptable for the research. PLS-SEM with using SEMinR, the hypotheses were tested. Results indicate that hedonic values are more successful in changing customer behaviour rather than utilitarian; the findings show that hedonic value exists in components that lead to brand loyalty and word-of-mouth. The study highlights the mediation effect of brand engagement, implying that while brand engagement is a required element for brand loyalty, it may be indifferent to achieving word-of-mouth. Brand engagement is more significant in promoting WoM than brand loyalty.
Games, once solely intended for entertainment, have emerged as a significant research focus in recent years, with the primary goal of enhancing the gaming experience. Research in the gaming domain has expanded to encompass a wide range of topics, spanning from game theory to artificial intelligence. Within the realm of artificial intelligence itself, Non-Player Characters (NPCs) play a crucial role in shaping the overall gaming experience. The quality of NPC behavior directly influences player satisfaction. Evolutionary algorithms stand out as a key algorithm for optimizing NPC behavior and interactions. This review paper extensively explores the intricate relationship between evolutionary algorithms and NPC behavior, proposing six categories (planning, user interaction, position modification, parameter modification, character state modification, and target assignment strategy), each delineating a distinct role for evolutionary algorithms. Ultimately, the paper draws three main conclusions: the pervasive use of evolutionary algorithms in gaming research, the diversity in game selection for research trials, and the varying strategies employed by researchers in selecting testing techniques. This comprehensive review aims to serve as a valuable reference for future research, particularly in the domain of evolutionary algorithms applied to NPC behavior.
This research proposes a novel system for personalising humour delivery using interactive robots with AI, natural language processing, and human-robot interaction technologies. The robots can adapt the multimodal content of jokes tactically now and strategically over time based on recording and analyzing each user’s subjective emotional reactions. The study evaluated pragmatic aspects of timing and framing jokes by having the robots try different “comeback tactics” and observing audience response. An ANOVA analysis revealed six distinct response categories. 78 % of participants positively rated the personalized robot comedy across the six scenarios. However, when both robot comedians took a negative tone, only 23 % approved (p < 0.001). Interestingly, audiences validated the robot comedian’s performance (89 % approval) more than the human comedian (54 % approval), a statistically significant difference (p < 0.01). These findings shed light on ideal characteristics for effective human-robot comedy interactions, highlighting the importance of topicality, maintaining a generally positive mood, and the unique strengths of robot performers. The study paves the way for further optimization of personalized, adaptive robot humour systems leveraging multimodal AI capabilities to enhance entertainment experiences tailored to individuals.
Contextual analysis is an important skill for language acquisition. It involves deciphering complex linguistic relationships and patterns. This way, unknown vocabulary can be learned if presented within understandable contexts. Extensive reading is a common method for developing this skill but requires learner participation. This paper presents a game-based extensive reading framework designed to encourage participation through a co-created visual novel. The project’s key features are its feasibility and role as a language course supplement. The short-term goal is to increase participation, with the long-term aim of promoting habitual reading and fostering language curiosity. The study was conducted in two parts: first, educational experts (n = 5) tested the framework for acceptance and feasibility; second, it was implemented at a language school (n = 13). Results indicate high acceptance from educators and enjoyment from learners. Although there was no significant increase in test scores, students’ willingness to participate in homework activities improved significantly.