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Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model 开发一个严肃的游戏来提高学生解决问题的能力:一个三层效率模型
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-21 DOI: 10.1016/j.entcom.2025.101072
Razieh Mohaqeqian Yaqoubi , Morteza Rezaei-Zadeh , Mojtaba Vahidi-Asl , Darya Ramezani , Sarvin Mohammadi , Erfan Rafiei Oskouei
In recent years, serious games have gained popularity among diverse audiences. These games offer an interactive platform for entertainment while also enhancing soft or subject-matter skills. Recognising the importance of problem-solving skills as well as serious games, especially for undergraduate students, this research paper outlines a three-phased study. Phase I involved semi-structured interviews with psychologists, educational scientists, and soft skills trainers to identify strategies for improving students’ problem-solving abilities. In Phase II, a narrative serious game was designed and developed based on Mezirow’s transformational learning theory. Finally, Phase III evaluated the game’s effectiveness and usability among a sample of undergraduate students. High satisfactory scores received both on “Game Experience Questionnaire” and the “System Usability Scale”. Reflecting on those high scores and the design and development process of this game, a three-layers model is developed, highlighting the three main factors affecting the effectiveness of serious games. The study’s findings have both theoretical and practical implications.
近年来,严肃游戏受到了不同受众的欢迎。这些游戏为娱乐提供了一个互动平台,同时也提高了软技能或主题技能。认识到解决问题的能力和严肃游戏的重要性,特别是对本科生来说,本研究论文概述了一个三个阶段的研究。第一阶段包括与心理学家、教育科学家和软技能培训师的半结构化访谈,以确定提高学生解决问题能力的策略。在第二阶段,我们基于Mezirow的转化学习理论设计并开发了一款叙述性严肃游戏。最后,第三阶段在大学生样本中评估游戏的有效性和可用性。在“游戏体验问卷”和“系统可用性量表”中均获得高分。通过对这些高分和游戏设计开发过程的反思,建立了一个三层模型,突出了影响严肃游戏有效性的三个主要因素。这项研究的发现具有理论和实践意义。
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引用次数: 0
A comprehensive review and ensemble CNN approach for Bharatanatyam single-hand gesture classification Bharatanatyam单手手势分类的综合综述和集成CNN方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-20 DOI: 10.1016/j.entcom.2025.101069
Kokul Thanikasalam, Amirthalingam Ramanan, Pavithra Kanmanirajah
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.
Bharatanatyam是印度最古老的古典舞蹈形式,依靠手势来传达意义和叙述。识别这些手势对于性能分析和支持初学者非常重要。本研究首次全面回顾了Bharatanatyam单手手势(Asamyukta Hastas)的分类方法,确定了现有工作中的关键局限性。为了解决缺乏全面的数据集及其有限的泛化问题,本研究引入了一个从大量舞者中收集的鲁棒基准数据集。以前的方法仅仅依赖于深层特征或手工特征,很难捕捉到复杂手势的精细细节。为了克服这个问题,提出了一种基于集成卷积神经网络(CNN)的模型,使用深度和手工特征对30个浅yukta hasas进行分类。从每个原始手势图像中,生成一个手部地标骨架图像来捕捉手指位置,同时去除无关的细节。此外,还生成了一个嵌入的手地标图像,以在原始视觉特征旁边提供地标线索。使用原始手势图像、手地标骨架图像和嵌入的手地标图像训练三个单独的CNN模型,因为每种模态都提供了互补的信息。使用注意力模块进一步增强每个CNN的性能,并最终通过多数投票集成策略将其输出组合起来。该模型在测试集上的平均准确率为98.28%,平均f1分数为97.18%,平均识别时间为325 ms。这项工作的源代码和数据集可在https://doi.org/10.5281/zenodo.11514705上公开获得。
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引用次数: 0
The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media 自信因素:自我效能对K-pop粉丝在社交媒体上的参与和认同的影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-20 DOI: 10.1016/j.entcom.2025.101073
Muhammad Amirul Asyraaf Roslan, Masrah Azrifah Azmi Murad, Nurul Amelina Nasharuddin
This study explores the impact of Self-efficacy (SE) on the Behavioural Intention (BI) to use Social Media (SM) among K-pop fans on X (formerly known as Twitter). Drawing from the Technology Acceptance Model and SE Theory, the research investigates how confidence in SM skills influences fan engagement, content creation, community involvement, and participation in fandom activities. The study combines both quantitative and qualitative approaches, with 25 public K-pop fan accounts observed over a four-week period. Quantitative data were collected through a scoring system across key categories—content creation, community engagement, campaign participation, and technical proficiency—while qualitative insights were gathered from the researcher’s observations. Results indicate that high SE is associated with active participation in content creation, leadership in fandom campaigns, and proficient use of platform features. In contrast, low SE fans engage minimally, often limiting themselves to passive actions. The study discusses how SE empowers fans to take on leadership roles within the fandom and create a sense of community through increased engagement. Limitations include the reliance on public accounts and the subjectivity of researcher-based observations. Recommendations include fostering SE through training or mentorship programs to enhance fan participation and community cohesion. This study contributes to understanding the psychological factors that shape SM engagement in fandoms.
本研究探讨了自我效能感(SE)对K-pop粉丝使用社交媒体(SM)行为意向(BI)的影响。根据技术接受模型和SE理论,该研究调查了对SM技能的信心如何影响粉丝参与、内容创造、社区参与和粉丝活动的参与。这项研究结合了定量和定性方法,对25个公开的K-pop粉丝账户进行了为期四周的观察。定量数据是通过评分系统收集的,包括关键类别——内容创造、社区参与、活动参与和技术熟练程度——而定性的见解则是从研究人员的观察中收集的。结果表明,高SE与积极参与内容创作、领导粉丝活动和熟练使用平台功能有关。相比之下,低SE粉丝参与最少,通常限制自己被动的行动。该研究讨论了SE如何让粉丝在粉丝圈中扮演领导角色,并通过增加参与度来创造一种社区感。限制包括对公众账户的依赖和基于研究人员观察的主观性。建议包括通过培训或指导计划来培养SE,以提高粉丝的参与度和社区凝聚力。本研究有助于理解影响SM参与的心理因素。
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引用次数: 0
Educational games for learning vocabulary in English as a Foreign Language 学习英语作为外语词汇的教育游戏
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-18 DOI: 10.1016/j.entcom.2025.101070
Anna Tonda , Ricardo Pardo , Inmaculada Remolar , Veronica Rossano
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.
鉴于英语作为交流的标准语言的地位,今天的移民挑战强调了学习英语作为获得更好机会和融入社会的关键的重要性。将英语作为外语学习的一个共同挑战是缺乏对课程的投入,导致进步不一致,难以达到流利。本研究探讨虚拟现实游戏对英语作为外语学习者英语词汇习得的影响。这款游戏模拟了一个厨房环境,用户在其中复制食物食谱,这是一个跨文化普遍相关的日常话题。为了验证虚拟环境,将40名参与者平均分为实验组和对照组进行了测试。前后测试测量词汇习得和听力理解,而可用性问卷评估参与者与VR系统的互动。结果显示,实验组取得了显著的词汇进步,p值分别为0.02和0.01,而对照组的进步较为温和。可用性测试表明,虚拟现实工具的满意度和参与度很高,这表明虚拟现实工具是英语学习者学习词汇的一种有吸引力的方法。
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引用次数: 0
Watching to win: When watching others play improves performance 观看胜利:观看他人比赛可以提高表现
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-05 DOI: 10.1016/j.entcom.2025.101067
Colby Johanson , Hannah Wessels , Maximilian A. Friehs
Despite gamers’ widespread use of observation as a learning strategy, the overall effects of observational learning on in-game performance and conditions for effectiveness are underexplored. We investigated whether and how observation improves gaming performance through two controlled studies using a Super Hexagon clone. Study 1 (n = 23) examined player-observer pairs; Study 2 (n = 69) systematically varied observation content (same vs. randomized obstacle sequences vs. playing instead of observing). Results showed that observers significantly outperformed players when comparing performance after equal play time, in-person and via video, but only when observing the same obstacle sequence. When comparing final performance, playing yielded greater overall improvement than observing. These results provide empirical validation for observational learning in games while identifying sequence-specific observation as an important factor in digital contexts, offering insights into how players and designers can incorporate observation into learning strategies and game design.
尽管玩家普遍将观察作为一种学习策略,但观察学习对游戏表现和有效性条件的总体影响尚未得到充分探索。我们通过使用Super Hexagon克隆体进行两项对照研究,调查观察是否以及如何提高游戏表现。研究1 (n = 23)检验了玩家-观察者配对;研究2 (n = 69)系统地改变观察内容(相同vs随机障碍序列vs玩而不是观察)。结果显示,在相同的游戏时间、面对面和通过视频进行比较时,观察者的表现明显优于玩家,但仅限于观察相同的障碍序列时。当比较最终表现时,演奏比观察产生更大的整体改善。这些结果为游戏中的观察学习提供了经验验证,同时确定了特定序列的观察是数字环境中的重要因素,为玩家和设计师如何将观察融入学习策略和游戏设计提供了见解。
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引用次数: 0
Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education 独自玩,对抗对手,还是组队?探索游戏化数字教育中的个人、竞争和合作动态
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-04 DOI: 10.1016/j.entcom.2025.101065
Franz Coelho , Belén Rando , Rafael Bernardes , Patrícia Pontífice-Sousa , Daniel Gonçalves , Ana Maria Abreu
While gamification is increasingly applied in education, research rarely compares distinct social dynamics and evaluates their cognitive, emotional, and motivational impact in a learning context. This study examines the effects of social gamification in education using a digital learning platform and a randomized controlled trial (RCT). Following research standards (CONSORT, Cochrane Collaboration, EVAT©), we compared individual, competitive, and cooperative gamification modes to assess the impact of social dynamics on nursing undergraduate students (n = 42). We analyzed participant characteristics (sociodemographics, gaming habits, player traits) alongside cognitive (learning, engagement, eye-tracking visual attention), emotional (facial emotion recognition), and motivational (intrinsic motivation) outcomes. Participants in the individual mode showed significantly higher eye-tracking visual attention than those in competition or cooperation modes. Social gamification appeared to reduce attention, likely due to cognitive overload from digital multitasking and distractions. Given the rise of the attention economy, individual gamified sessions may better sustain focus, aligning with trends toward personalized digital learning. Digital social gamification may not mirror the benefits of in-person interaction. The absence of significant differences in outcomes beyond visual attention may stem from contextual factors—such as weak social traits, low gaming interest, and health-related backgrounds—suggesting effective gamified strategies must align with learner profiles and context.
虽然游戏化越来越多地应用于教育,但研究很少比较不同的社会动态,并评估它们在学习环境中的认知、情感和动机影响。本研究使用数字学习平台和随机对照试验(RCT)来检验社交游戏化对教育的影响。遵循研究标准(CONSORT, Cochrane Collaboration, EVAT©),我们比较了个体、竞争和合作游戏化模式,以评估社会动态对护理本科学生的影响(n = 42)。我们分析了参与者特征(社会人口统计、游戏习惯、玩家特征)以及认知(学习、参与、眼球追踪视觉注意力)、情感(面部情感识别)和动机(内在动机)结果。个体模式下被试的眼动视觉注意力显著高于竞争或合作模式。社交游戏化似乎降低了注意力,可能是由于数字多任务处理和分心造成的认知超载。鉴于注意力经济的兴起,个人游戏化课程可能会更好地保持专注,与个性化数字学习的趋势保持一致。数字社交游戏化可能无法反映出面对面互动的好处。除了视觉注意力之外,结果没有显著差异可能源于环境因素,如弱的社交特征、低游戏兴趣和健康相关背景,这表明有效的游戏化策略必须与学习者的特征和环境相一致。
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引用次数: 0
Impact of AI Artists on the essential skills of UX designers: Adapting to technological changes AI美工对UX设计师基本技能的影响:适应技术变化
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-02 DOI: 10.1016/j.entcom.2025.101064
Chutisant Kerdvibulvech, Kawin Meksumphun
This research explores the impact of AI artists on the essential skills of UX designers in Thailand, focusing on students and early-career professionals. As AI advances rapidly, it raises questions about which skills remain vital and which may be replaced by AI artists. The study involved in-depth interviews and card sorting analysis with the target group to assess how AI artists influence UX design skills. Results indicate a high likelihood of craft skills being deskilled, while areas like information architecture and design principles may undergo partial deskilling but are unlikely to be fully replaced by AI. The findings aim to offer valuable insights for students, designers, and organizations to adapt to technological changes and enhance UX design skills in response to the rise of AI artists.
本研究探讨了人工智能艺术家对泰国用户体验设计师基本技能的影响,重点关注学生和早期职业专业人士。随着人工智能的快速发展,它提出了一些问题,即哪些技能仍然至关重要,哪些技能可能被人工智能艺术家所取代。这项研究包括对目标群体进行深入访谈和卡片分类分析,以评估人工智能艺术家如何影响用户体验设计技能。结果表明,手工技能被去技能化的可能性很高,而信息架构和设计原则等领域可能会经历部分去技能化,但不太可能被人工智能完全取代。研究结果旨在为学生、设计师和组织提供有价值的见解,以适应技术变革,提高用户体验设计技能,以应对人工智能艺术家的崛起。
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引用次数: 0
The effect of video game context and player relationships on prosocial behavior: The mediating role of reciprocal expectations 电子游戏情境和玩家关系对亲社会行为的影响:互惠期望的中介作用
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-01 DOI: 10.1016/j.entcom.2025.101062
Mingchen Wei , Jie Lin , Xu Wang , Shuai Chen , Yanling Liu
Although research suggests cooperative game contexts promote prosociality, key gaps remain regarding underlying mechanisms (i.e., reciprocal expectations), moderators (i.e., player relationships), and the confounding effect of violent content in many studies. To address these issues, we conducted two experiments (N = 274) using a neutral video game to compare cooperative, competitive, and single-player contexts, measuring prosocial behavior via a give-some dilemma task. Results demonstrated that the cooperative context significantly increased prosocial behavior compared to the other two contexts, an effect partially mediated by heightened reciprocal expectations. Conversely, the competitive context did not significantly decrease prosocial behavior, and while friends were more prosocial than strangers overall, player relationship did not moderate the context’s effect. These findings underscore the robust positive impact of cooperative game design and suggest that the negative effects of competition may be contingent on factors like violent content, rather than being inherent to competition itself.
尽管研究表明合作性游戏环境能够促进亲社会性,但在潜在机制(如互惠期望)、调节机制(如玩家关系)以及许多研究中暴力内容的混淆效应等方面仍存在关键差距。为了解决这些问题,我们进行了两项实验(N = 274),使用一款中性电子游戏来比较合作、竞争和单人游戏情境,并通过给定困境任务来衡量亲社会行为。结果表明,与其他两种情境相比,合作情境显著增加了亲社会行为,这一效应部分是由互惠期望的提高所介导的。相反,竞争环境并没有显著降低亲社会行为,虽然朋友总体上比陌生人更亲社会,但玩家关系并没有缓和环境的影响。这些发现强调了合作型游戏设计的积极影响,并暗示竞争的负面影响可能取决于暴力内容等因素,而不是竞争本身所固有的。
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引用次数: 0
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students 基于大学生实际情况的游戏诱发幸福量表的编制与验证
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-28 DOI: 10.1016/j.entcom.2025.101063
Masanori Fukui , Wanda Nugroho Yanuarto , Subuh Anggoro , Eng Tek Ong , Khar Thoe Ng
Online games are growing rapidly, but their impact on players’ well-being has not been sufficiently studied due to the lack of specialized measurement tools. This study aimed to address this gap by developing a “Game-Induced Happiness Scale (GIHS)” and verifying its validity. After conducting a preliminary survey with 143 participants to develop the items, we administered a questionnaire survey to 500 college students who regularly play digital games. Exploratory factor analysis (EFA) confirmed the existence of five factors: “Factor I: Social Interaction and Communication,” “Factor II: Strategic Gameplay and Skill Enhancement,” “Factor III: Character Appeal and Personality,” “Factor IV: Long-Term Immersion and Engagement,” and “Factor V: In-Game Economy and Rewards.” These results demonstrated high reliability and validity. These findings provide important insights for game developers to enhance user experience and support practitioners in managing potential negative game effects.
网络游戏发展迅速,但由于缺乏专门的测量工具,它们对玩家幸福感的影响尚未得到充分研究。本研究旨在通过开发“游戏诱发幸福量表(GIHS)”并验证其有效性来解决这一差距。在对143名参与者进行初步调查后,我们对500名经常玩数字游戏的大学生进行了问卷调查。探索性因素分析(EFA)证实了5个因素的存在:“因素1:社交互动和交流”,“因素2:战略玩法和技能提升”,“因素3:角色吸引力和个性”,“因素4:长期沉浸感和粘性”,以及“因素5:游戏内经济和奖励”。结果具有较高的信度和效度。这些发现为游戏开发者提供了提升用户体验的重要见解,并支持从业者管理潜在的负面游戏影响。
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引用次数: 0
Gaming motives, mental health, and belonging among Asian students in Canada and White Canadian university students: A cross-sectional study 加拿大亚裔学生和加拿大白人大学生的游戏动机、心理健康和归属感:一项横断面研究
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-27 DOI: 10.1016/j.entcom.2025.101057
Chris Buchan-Pham, Selbi Kurbanova, Irene Vitoroulis
{"title":"Gaming motives, mental health, and belonging among Asian students in Canada and White Canadian university students: A cross-sectional study","authors":"Chris Buchan-Pham,&nbsp;Selbi Kurbanova,&nbsp;Irene Vitoroulis","doi":"10.1016/j.entcom.2025.101057","DOIUrl":"10.1016/j.entcom.2025.101057","url":null,"abstract":"","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101057"},"PeriodicalIF":2.4,"publicationDate":"2025-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684463","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}
引用次数: 0
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Entertainment Computing
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