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.
{"title":"Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model","authors":"Razieh Mohaqeqian Yaqoubi , Morteza Rezaei-Zadeh , Mojtaba Vahidi-Asl , Darya Ramezani , Sarvin Mohammadi , Erfan Rafiei Oskouei","doi":"10.1016/j.entcom.2025.101072","DOIUrl":"10.1016/j.entcom.2025.101072","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101072"},"PeriodicalIF":2.4,"publicationDate":"2025-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145839657","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}
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.
{"title":"A comprehensive review and ensemble CNN approach for Bharatanatyam single-hand gesture classification","authors":"Kokul Thanikasalam, Amirthalingam Ramanan, Pavithra Kanmanirajah","doi":"10.1016/j.entcom.2025.101069","DOIUrl":"10.1016/j.entcom.2025.101069","url":null,"abstract":"<div><div>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 <span><span>https://doi.org/10.5281/zenodo.11514705</span><svg><path></path></svg></span>.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101069"},"PeriodicalIF":2.4,"publicationDate":"2025-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145840243","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}
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.
{"title":"The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media","authors":"Muhammad Amirul Asyraaf Roslan, Masrah Azrifah Azmi Murad, Nurul Amelina Nasharuddin","doi":"10.1016/j.entcom.2025.101073","DOIUrl":"10.1016/j.entcom.2025.101073","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101073"},"PeriodicalIF":2.4,"publicationDate":"2025-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145840244","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}
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.
{"title":"Educational games for learning vocabulary in English as a Foreign Language","authors":"Anna Tonda , Ricardo Pardo , Inmaculada Remolar , Veronica Rossano","doi":"10.1016/j.entcom.2025.101070","DOIUrl":"10.1016/j.entcom.2025.101070","url":null,"abstract":"<div><div>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.</div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101070"},"PeriodicalIF":2.4,"publicationDate":"2025-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145839658","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}
Pub Date : 2025-12-05DOI: 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.
{"title":"Watching to win: When watching others play improves performance","authors":"Colby Johanson , Hannah Wessels , Maximilian A. Friehs","doi":"10.1016/j.entcom.2025.101067","DOIUrl":"10.1016/j.entcom.2025.101067","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101067"},"PeriodicalIF":2.4,"publicationDate":"2025-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684464","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}
Pub Date : 2025-12-02DOI: 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.
{"title":"Impact of AI Artists on the essential skills of UX designers: Adapting to technological changes","authors":"Chutisant Kerdvibulvech, Kawin Meksumphun","doi":"10.1016/j.entcom.2025.101064","DOIUrl":"10.1016/j.entcom.2025.101064","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101064"},"PeriodicalIF":2.4,"publicationDate":"2025-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684466","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}
Pub Date : 2025-12-01DOI: 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.
{"title":"The effect of video game context and player relationships on prosocial behavior: The mediating role of reciprocal expectations","authors":"Mingchen Wei , Jie Lin , Xu Wang , Shuai Chen , Yanling Liu","doi":"10.1016/j.entcom.2025.101062","DOIUrl":"10.1016/j.entcom.2025.101062","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101062"},"PeriodicalIF":2.4,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684465","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}
Pub Date : 2025-11-28DOI: 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.
{"title":"Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students","authors":"Masanori Fukui , Wanda Nugroho Yanuarto , Subuh Anggoro , Eng Tek Ong , Khar Thoe Ng","doi":"10.1016/j.entcom.2025.101063","DOIUrl":"10.1016/j.entcom.2025.101063","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101063"},"PeriodicalIF":2.4,"publicationDate":"2025-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145790046","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}
Pub Date : 2025-11-27DOI: 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, Selbi Kurbanova, 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}