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Interactive digital narratives for mental resilience: Understanding the player experience of betwixt
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100916
Sofia Kitromili , Charlie Hargood , R. Lyle Skains
Interactive storytelling has been successfully established in various artistic disciplines, and as the medium matures, we see a variety of forms and applications. Recently the form has been used for production of applications that offer the users various therapeutic elements. Our work exploring the usage and impact of such works presents a user experience (UX) study of a mobile application called Betwixt, designed to support mental resilience. Over a four-week period, recruited participants took part in usability tests and responded to surveys and interviews to answer questions on topics such as: navigation approach and difference in experience, motivation for using an application like Betwixt, and whether they were affected emotionally while using the application. We analysed our results through inductive coding and the retrieval of user analytics. Our key findings, presented in the form of observations, include: reasons why the application’s narrative and interface affected the participants, how the interface can reflect negatively on an otherwise enjoyable narrative, how the interactive element of the application has been the main attraction for most participants no matter their background, and ways in which the application affected the participants emotionally via its conversational style and significant level of user agency in the narrative.
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引用次数: 0
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100898
Ajit Kumar Pasayat, Mihir Shrestha, Progga Parmita Priya
In recent years, there has been a notable increase in the popularity of multiplayer online gaming (MOG), attracting significant attention for its potential impact on individuals and communities. While much research has focused on various aspects of MOG, there are gaps in understanding the comprehensive array of both positive and negative consequences associated with it. This research contributes significantly by employing a multi-method approach across three distinct phases. Initially, exploratory factor analysis (EFA) and principal component analysis (PCA) were used to identify four positive and three negative components of multiplayer online gaming effects. In the subsequent phase, diverse regression modeling techniques in machine learning were applied to these components. Notably, both XGBoost and LightGBM algorithms demonstrated the highest accuracy, achieving 75.6% and 77.5% respectively for positive and negative components, surpassing other algorithms used. Finally, an Android-based application was employed for experimental validation, specifically targeting cognitive functions such as reaction time and multitasking. “Results indicated that multiplayer online gamers exhibited quicker visual reflexes (0.393 s) compared to non-gamers (0.525 s) and slightly better multitasking ability (6.033 s vs. 7.067 s). These findings suggest that multiplayer online gaming can positively impact cognitive skills, yet excessive engagement may lead to detrimental effects such as a decline in academic performance. This research aims to analyze the cognitive impacts of multiplayer online gaming by identifying its positive and negative effects, providing valuable insights for future researchers, parents, and gamers to promote informed decision-making and well-being.
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引用次数: 0
The application of effective tracking model in the design of student knowledge education games 有效跟踪模型在学生知识教育游戏设计中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100871
Xiandong Liu , Gao Lan
As the boost of the economy and the improvement of residents’ living standards, education issues are receiving increasing attention; In response to the issue of rational design of educational games, this study investigates the application of effective tracking models in the design of student knowledge education games. Firstly, this study constructs a personalized knowledge tracking model in view of multi feature fusion; Then, it builds a contextualized narrative education game model integrated with the Adaptive learning framework. The results show that when 40% training set is selected, the accuracy of the personalized knowledge tracking model in view of multi feature fusion is the highest, 0.98, the lowest root mean square error is 0.25, and the lowest Mean absolute error is 0.21; The accuracy of Bayesian knowledge tracking is the lowest, 0.57 in the best case, and the Mean absolute error and Root-mean-square deviation are the highest; When the hidden unit is 16, the area index under the working characteristic curve of the model’s subjects is the highest, around 0.964; The average attention level of students in contextual narrative games reached 4.2245, with a SD of 0.7511; The average of knowledge transfer reached 4.1082, with a SD of 0.7881; The average score of students for the feedback dimension of the research design game is 4.736, and the average score for the learning content dimension is 4.529. In summary, the model possesses excellent application effects in the design of educational games and possesses a promoting influence on the advancement of the education industry.
随着经济的发展和居民生活水平的提高,教育问题日益受到重视;针对教育游戏的合理设计问题,本研究探讨了有效追踪模型在学生知识教育游戏设计中的应用。首先,本研究从多特征融合的角度构建了个性化知识追踪模型;然后,结合自适应学习框架构建了情境化叙事教育游戏模型。结果表明,当选择40%的训练集时,多特征融合下的个性化知识追踪模型的准确率最高,为0.98,均方根误差最低,为0.25,平均绝对误差最低,为0.21;贝叶斯知识追踪的准确率最低,最佳情况下为0.57,平均绝对误差和均方根偏差最高;当隐藏单元为16时,模型主体工作特征曲线下的面积指数最高,约为0.964;情境叙事游戏中学生的平均注意力水平达到4.2245,SD为0.7511;知识迁移平均达到4.1082,SD为0.7881;研究设计游戏中学生反馈维度的平均得分为4.736,学习内容维度的平均得分为4.529。综上所述,该模型在教育游戏设计中具有良好的应用效果,对教育行业的发展具有促进作用。
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引用次数: 0
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100912
Mengmeng Zhang , Xiantong Yang
Understanding the critical factors that underpin interactive technology use for entertainment is vital, which can provide accurate evidence to reduce the negative effects of excessive interactive technology use for entertainment among adolescents. Capitalizing on the machine learning approach, we aimed to provide a holistic understanding of how multiple personal and social-contextual factors predicted adolescents’ interactive technology use for entertainment across cross-sectional and longitudinal designs. By comparing seven machine learning algorithms, we found that the Random Forest and LightGBM outperformed others in model performance at two-time points. These two algorithms were used to assess the predictive capacity of 28 potential factors, indicating that gender and parental online supervision have been demonstrated the sustained correlates of adolescents’ interactive technology use for entertainment. The accessibility of home computers and internet access, along with peer influence, were significant predictors, particularly for interactive technology use for entertainment at T1. The interactive technology use for entertainment at T1 and teacher-student relationships were predictive factors specifically for interactive technology use for entertainment use at T2. This research underscores the strength of a multi-faceted approach, considering both personal and social factors, to understand adolescents’ technology use for entertainment, highlighting the positive role of supportive relationships.
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引用次数: 0
Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load 在数字和非数字游戏学习课堂中获取数学知识:内在动机和认知负荷的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100869
Mengtong Xiang , Lu Zhang , Yu Liu , Xiaohua Wang , Junjie Shang
Educational games, spanning a wide spectrum from digital games to non-digital games, have been considered as promising tools to facilitate math learning. However, previous studies focused more on digital game-based learning, few compared the differences between digital and non-digital games. We conducted a quasi-experiment to examine the effects of digital and non-digital games on math knowledge acquisition, intrinsic motivation and cognitive load in Chinese classrooms. Two equivalent versions of games (digital vs non-digital) focusing on coordinate knowledge acquisition were developed, and three groups (digital game, non-digital game and traditional teaching group) were assigned. The results reveal that students in the digital game group reported significantly higher intrinsic motivation and lower intrinsic and extraneous cognitive load than non-digital game group. While non-digital game group had better knowledge acquisition performance and germane cognitive load than digital game group. Our findings suggest that affordance of game technology influences students’ motivation and cognition, causing “false” high motivation and low cognitive engagement among students. Non-digital games could serve as cost-effective alternatives to enhance math learning performance within authentic classrooms, thus providing valuable insights into establishing a resilient and sustainable game-based learning environment.
教育游戏的范围很广,从数字游戏到非数字游戏,都被认为是促进数学学习的有前途的工具。然而,以往的研究更多地关注基于数字游戏的学习,很少比较数字游戏和非数字游戏之间的差异。我们进行了一项准实验,研究数字游戏和非数字游戏对中国课堂数学知识学习、内在动机和认知负荷的影响。我们开发了两个等效版本的游戏(数字游戏和非数字游戏),重点关注坐标知识的获取,并分配了三个组(数字游戏组、非数字游戏组和传统教学组)。结果显示,与非数字游戏组相比,数字游戏组的学生内在动机明显更高,内在和外在认知负荷更低。与数字游戏组相比,非数字游戏组学生的知识学习成绩和内在认知负荷更好。我们的研究结果表明,游戏技术的可负担性会影响学生的学习动机和认知,导致学生产生 "虚假 "的高学习动机和低认知参与度。非数字游戏可以作为具有成本效益的替代品,在真实的课堂中提高数学学习成绩,从而为建立弹性和可持续的游戏式学习环境提供有价值的见解。
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引用次数: 0
Design and development of a gamified cognitive training program targeting executive functions for older adults
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100892
Lan Nguyen, Karen Murphy, Glenda Andrews
With increased population aging, cognitive training has emerged as a popular intervention for combating age-related cognitive decline. Considering the purpose of cognitive interventions, the development of cognitive training programs typically focuses on properties that may enhance cognition, often neglecting the key element of user engagement. Consequently, many cognitive training studies have reported poor adherence and high participant attrition. To increase the likelihood of long-term cognitive benefits, there must be sustained use of the intervention (i.e., good training program adherence). Utilizing a research-through-design approach, this paper presents the design and development of a cognitive training program for older adults. Specifically, the primary focus was on outlining a conceptual framework for developing this program, which draws from gamification principles to foster motivation and enjoyment, as well as cognitive plasticity and transfer principles to foster cognitive engagement. Overall, the program encompasses gamified, adaptive, multidomain training of core executive functions (working memory, inhibitory control, and cognitive flexibility). This program will be the basis for future works exploring older adults’ experiences and preferences of cognitive training, and evaluating the efficacy of multidomain executive functions training in enhancing cognition and well-being in older age.
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引用次数: 0
Study of gender perspective in STEM degrees and its relationship with video games
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100889
Ana Lavalle, Miguel A. Teruel, Alejandro Maté, Juan Trujillo
At present, even though gender equality is an important matter of public interest, there are still areas in higher education where male presence is overwhelming. We refer to STEM (Science, Technology, Engineering, and Mathematics) studies in general and Computer Engineering in particular where there is only 16% of female presence in Spain. This fact made us think about the reason for this inequality. We attempted to answer such questions by means of a survey filled out by 138 students of STEM university degrees. Thanks to this survey, we have been able to understand the motivations and opinions of the students of STEM degrees regarding gender perspective. Our study highlights the possible influence of computer and video game use on enrollment in STEM degrees. Furthermore, it points out the differences between men and women in computer science skills before they start their studies. The answers provided by the surveyed women showed a correlation between women who play video games and those who get better grades. In addition, women who play video games feel more integrated into STEM degrees. Finally, differences were found in gender perspective between the male and female participants.
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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 : 2025-01-01 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
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software 改变游戏的智能:揭示游戏软件中人工智能的社会影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100862
Kailash Kumar , Veena N. , T. Aravind , Chandradeep Bhatt , Uma Kuppusamy , Parita Jain
Efficient artificial intelligence (AI) in gaming software optimizes development, improves user experiences, and increases industrial production, all of which contribute positively to economic development and technical advancement. Possible drawbacks include employment displacement, ethical problems, algorithmic biases, and excessive reliance on AI; everyone has an impact on society’s dynamics and principles. In this study, we proposed a novel method called Fine-Tuned Ring Toss Game Optimization Adaptive Artificial Neural Network (FRTGO-AANN) to improve user experience in game software, examine social implications to promote ethical growth, explore AI transformational significance in games, and shape new game-play. In this research, we employ a dataset of 250 video game projects. The collected data are undergoing feature extraction by using a Principal Component Analysis (PCA) method. We used a few parameters for our suggested and current approaches to analyze the research’s findings. Our proposed FRTGO-AANN method achieves superior results like accuracy (96.7 %), precision (92.5 %), F1-score (95.3 %), recall (90.6 %).AI in gaming software represents a game changer, transforming user experience, narrative intricacy, along with the world of virtual reality. It has a profound social influence, altering entertainment and promoting innovation, along with difficult ethical considerations.
游戏软件中的高效人工智能(AI)可以优化开发、改善用户体验、提高工业生产,这些都对经济发展和技术进步做出了积极贡献。可能存在的弊端包括就业转移、伦理问题、算法偏差和对人工智能的过度依赖;每个人都会对社会动态和原则产生影响。在本研究中,我们提出了一种名为 "微调掷环游戏优化自适应人工神经网络(FRTGO-AANN)"的新方法,以改善游戏软件的用户体验,研究促进伦理成长的社会影响,探索人工智能在游戏中的变革意义,并塑造新的游戏玩法。在这项研究中,我们使用了一个包含 250 个视频游戏项目的数据集。我们使用主成分分析(PCA)方法对收集到的数据进行特征提取。我们对建议的方法和当前的方法使用了一些参数来分析研究结果。我们提出的 FRTGO-AANN 方法取得了卓越的成果,如准确率(96.7%)、精确率(92.5%)、F1-分数(95.3%)和召回率(90.6%)。人工智能在游戏软件中的应用改变了游戏规则,改变了用户体验、叙事的复杂性以及虚拟现实世界。它具有深远的社会影响,改变了娱乐方式,促进了创新,同时也带来了棘手的道德问题。
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引用次数: 0
Emotional competences and the interaction with digital games in childhood: Scoping review
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100905
Daniela Karine Ramos , Claúdia Regina Brito , Guilmer Brito Silva , Raphael de Oliveira Freitas , Luciana Augusta Ribeiro do Prado , Taynara Rúbia Campos
Emotional competences are fundamental to social interactions and influence school learning. This work focuses on using digital games to improve emotional competences. This scoping review analyzed studies that addressed digital games and emotions to identify the methodological designs, map the games used, ascertain the emotional competences and emotions considered, and synthesize the results. The review was conducted on the Web of Science, Scopus, Science Direct, and Psycnet databases. The initial search resulted in 689 papers; from reading titles and abstracts based on inclusion and exclusion criteria, 92 were read in full, and 33 were analyzed. Most of the studies proposed interventions based on the use of games (n = 22), others analyzed the effect of the games without interventions (n = 5), and the rest focused on aspects of the development of games aimed at improving emotional competences (n = 6). The abilities related to identifying and recognizing emotions, empathy, and emotional regulation prove more susceptible to improvements in interventions, and many focus on anxiety and anger. This review offers some indications of how the development of digital games may favor the exercise of emotional competences, directing those interventions to be longer and continuous.
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引用次数: 0
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Entertainment Computing
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