首页 > 最新文献

Entertainment Computing最新文献

英文 中文
Identifying fighting, balanced, and territorial go player styles with deep learning 通过深度学习识别战斗、平衡和领土类型的围棋玩家
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-17 DOI: 10.1016/j.entcom.2025.101036
Tejal R. Shirsat, Shi-Jim Yen
The game of Go, renowned for its strategic depth, has been a central focus in both competitive gaming and artificial intelligence (AI) research. This paper explores the application of deep learning techniques to recognize the playstyles of human Go players, a task that offers valuable insights into complex human decision-making. The study employs a neural network architecture, leveraging convolutional layers, residual connections, and attention mechanisms, to categorize player styles into three specific groups: Fighting, Balanced, and Territorial. Trained on a dataset of 70,000 original Go game records, which was expanded through data augmentation to 483,712 samples, the model achieved a high testing accuracy of 82.6 % on a separate, unseen dataset of 10,000 game records. These results demonstrate the model’s effectiveness in accurately distinguishing between these playstyles and its strong generalization capability, with a final validation accuracy of 81.03 %. The model successfully identifies players preferred playing styles, revealing consistent preferences aligned with Go literature. This work contributes to the field of behavioral stylometry by showcasing how deep learning can be applied to complex strategic behaviors, with potential implications for player modeling and AI-human collaboration in various strategic contexts.
围棋以其战略深度而闻名,一直是竞技游戏和人工智能(AI)研究的焦点。本文探讨了深度学习技术的应用,以识别人类围棋棋手的游戏风格,这一任务为复杂的人类决策提供了有价值的见解。该研究采用神经网络架构,利用卷积层、剩余连接和注意力机制,将玩家风格分为三类:战斗、平衡和领土。该模型在包含70,000个原始围棋游戏记录的数据集上进行训练,并通过数据增强扩展到483,712个样本,在包含10,000个游戏记录的独立未见数据集上实现了82.6%的高测试准确率。这些结果证明了该模型在准确区分这些游戏风格方面的有效性及其强大的泛化能力,最终验证准确率为81.03%。该模型成功地识别了玩家偏好的下棋风格,揭示了与围棋文献一致的偏好。这项工作通过展示深度学习如何应用于复杂的战略行为,以及在各种战略背景下对玩家建模和人工智能-人类协作的潜在影响,为行为文体学领域做出了贡献。
{"title":"Identifying fighting, balanced, and territorial go player styles with deep learning","authors":"Tejal R. Shirsat,&nbsp;Shi-Jim Yen","doi":"10.1016/j.entcom.2025.101036","DOIUrl":"10.1016/j.entcom.2025.101036","url":null,"abstract":"<div><div>The game of Go, renowned for its strategic depth, has been a central focus in both competitive gaming and artificial intelligence (AI) research. This paper explores the application of deep learning techniques to recognize the playstyles of human Go players, a task that offers valuable insights into complex human decision-making. The study employs a neural network architecture, leveraging convolutional layers, residual connections, and attention mechanisms, to categorize player styles into three specific groups: Fighting, Balanced, and Territorial. Trained on a dataset of 70,000 original Go game records, which was expanded through data augmentation to 483,712 samples, the model achieved a high testing accuracy of 82.6 % on a separate, unseen dataset of 10,000 game records. These results demonstrate the model’s effectiveness in accurately distinguishing between these playstyles and its strong generalization capability, with a final validation accuracy of 81.03 %. The model successfully identifies players preferred playing styles, revealing consistent preferences aligned with Go literature. This work contributes to the field of behavioral stylometry by showcasing how deep learning can be applied to complex strategic behaviors, with potential implications for player modeling and AI-human collaboration in various strategic contexts.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101036"},"PeriodicalIF":2.4,"publicationDate":"2025-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145618300","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
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment 娱乐和信息满足会影响强迫性短视频应用的使用吗?沉浸式体验和情感依恋的关键功能
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101030
Hua Pang , Jingyuan Zhao
Existing studies have documented the detrimental consequences associated with the compulsive and excessive utilization of short video app, yet the exact causes of these problematic usage patterns remain unclear. Addressing this gap, this study employs the Stimulus-Organism-Response (SOR) paradigm to investigate how entertainment, information, and sociality gratifications influence immersive experience and emotional attachment, and how these psychological states in turn drive compulsive usage behaviors among young users. Employing a questionnaire survey method to collect data, the research uses a sample of 896 short video app users and employs structural equation modeling to validate a conceptual framework. The findings reveal that entertainment gratification and information gratification exert a significant influence on users’ immersive experience and emotional attachment. Furthermore, this study discovers that immersive experience and emotional attachment serve as two mediators in shaping the influence of users’ gratifications sought on compulsive app utilization. By identifying the factors driving compulsive use among younger generation, this research provides insights for app developers and organizations within the short video app industry, as well as for public health authorities and educational institutions.
现有的研究已经记录了与强迫性和过度使用短视频应用相关的有害后果,但这些问题使用模式的确切原因尚不清楚。为了解决这一差距,本研究采用刺激-有机体-反应(SOR)范式来研究娱乐、信息和社会性满足如何影响沉浸式体验和情感依恋,以及这些心理状态如何反过来驱动年轻用户的强迫性使用行为。本研究采用问卷调查法收集数据,以896个短视频应用用户为样本,采用结构方程模型对概念框架进行验证。研究发现,娱乐满足和信息满足对用户沉浸式体验和情感依恋有显著影响。此外,本研究还发现,沉浸式体验和情感依恋在用户寻求满足对强迫性应用使用的影响中起着两个中介作用。通过确定导致年轻一代强迫性使用的因素,这项研究为短视频应用程序行业的应用程序开发人员和组织,以及公共卫生当局和教育机构提供了见解。
{"title":"Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment","authors":"Hua Pang ,&nbsp;Jingyuan Zhao","doi":"10.1016/j.entcom.2025.101030","DOIUrl":"10.1016/j.entcom.2025.101030","url":null,"abstract":"<div><div>Existing studies have documented the detrimental consequences associated with the compulsive and excessive utilization of short video app, yet the exact causes of these problematic usage patterns remain unclear. Addressing this gap, this study employs the Stimulus-Organism-Response (SOR) paradigm to investigate how entertainment, information, and sociality gratifications influence immersive experience and emotional attachment, and how these psychological states in turn drive compulsive usage behaviors among young users. Employing a questionnaire survey method to collect data, the research uses a sample of 896 short video app users and employs structural equation modeling to validate a conceptual framework. The findings reveal that entertainment gratification and information gratification exert a significant influence on users’ immersive experience and emotional attachment. Furthermore, this study discovers that immersive experience and emotional attachment serve as two mediators in shaping the influence of users’ gratifications sought on compulsive app utilization. By identifying the factors driving compulsive use among younger generation, this research provides insights for app developers and organizations within the short video app industry, as well as for public health authorities and educational institutions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101030"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145265877","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
Embodied functions and symbolic meaning of eyewear items in varied game environments 眼镜物品在不同游戏环境中的体现功能和象征意义
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101047
Samyoung Yu , Jihye Ahn , Moonsung Choi
This study examines the functional roles of eyewear items across three distinct game environments – PvX (hybrid PvP-PvE), PvP (player versus player), and PvE (player versus environment) – analyzing their relationship with real-world eyewear. Hierarchical clustering and text mining techniques are used to categorize eyewear items according to their functional roles in gaming environments. PvX eyewear items integrate PvP-oriented combat functions (e.g., dexterity, luck) with PvE-oriented conventional functions (e.g., collection, detection, intelligence), thereby enabling seamless adaptation to hybrid gameplay environments. PvP eyewear items support combat efficiency and display minimal association with the conventional meanings of real-world eyewear. PvE eyewear items support exploration and resource management and align with the conventional meanings of real-world eyewear. These functional meanings differ across PvX, PvP, and PvE environments as each emphasizes distinct gameplay priorities. These interactions demonstrate how eyewear items mediate the adaptation of real-world meanings within game environments. Therefore, game items are reconstructed by the interaction between game environments and conventional meanings. The meanings of game items are primarily shaped by the game’s core content and environment, with real-world meanings playing a supplementary role.
本研究考察了眼镜在三种不同游戏环境中的功能角色——PvX(混合PvP-PvE)、PvP(玩家对玩家)和PvE(玩家对环境)——分析了它们与现实世界眼镜的关系。分层聚类和文本挖掘技术用于根据眼镜在游戏环境中的功能角色对其进行分类。《PvX》眼镜道具将面向pvp的战斗功能(如灵巧、运气)与面向pve的传统功能(如收集、探测、情报)结合在一起,从而能够无缝适应混合游戏玩法环境。PvP眼镜道具支持战斗效率,并与现实世界眼镜的传统含义保持最小关联。PvE眼镜项目支持探索和资源管理,并与现实世界眼镜的传统含义保持一致。这些功能意义在PvX、PvP和PvE环境中有所不同,因为它们都强调不同的玩法优先级。这些互动展示了眼镜道具如何在游戏环境中调解现实意义的适应。因此,游戏道具是通过游戏环境与传统意义之间的交互作用进行重构的。游戏道具的意义主要是由游戏的核心内容和环境决定的,现实世界的意义只是一个补充。
{"title":"Embodied functions and symbolic meaning of eyewear items in varied game environments","authors":"Samyoung Yu ,&nbsp;Jihye Ahn ,&nbsp;Moonsung Choi","doi":"10.1016/j.entcom.2025.101047","DOIUrl":"10.1016/j.entcom.2025.101047","url":null,"abstract":"<div><div>This study examines the functional roles of eyewear items across three distinct game environments – PvX (hybrid PvP-PvE), PvP (player versus player), and PvE (player versus environment) – analyzing their relationship with real-world eyewear. Hierarchical clustering and text mining techniques are used to categorize eyewear items according to their functional roles in gaming environments. PvX eyewear items integrate PvP-oriented combat functions (e.g., dexterity, luck) with PvE-oriented conventional functions (e.g., collection, detection, intelligence), thereby enabling seamless adaptation to hybrid gameplay environments. PvP eyewear items support combat efficiency and display minimal association with the conventional meanings of real-world eyewear. PvE eyewear items support exploration and resource management and align with the conventional meanings of real-world eyewear. These functional meanings differ across PvX, PvP, and PvE environments as each emphasizes distinct gameplay priorities. These interactions demonstrate how eyewear items mediate the adaptation of real-world meanings within game environments. Therefore, game items are reconstructed by the interaction between game environments and conventional meanings. The meanings of game items are primarily shaped by the game’s core content and environment, with real-world meanings playing a supplementary role.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101047"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145519276","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
The only good orc is a dead orc: does playing good or evil monster races influence ethnocentrism in real life? A brief report 唯一善良的兽人是死去的兽人:扮演善良或邪恶的怪物种族会影响现实生活中的种族中心主义吗?简短的报告
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101023
Christopher J. Ferguson, Cassandra Bradley, Breanna Karon, Ashleigh Korn, Jenna Kotschessa, Deandra Lazos, Shardae Madison, Jessie Quince, Cassie Rice, Noureen Saeed, Chloe Washington
Does killing orcs in fantasy games make people feel racist toward other people in real life? Recent controversies within role-playing games have focused on whether playing with inherently evil monster races increases ethnocentrism in real life. This has led some game makers to change the content of their games away from themes of good humans, elves, and dwarves fighting evil monster races, to themes of moral ambiguity where any race can be good or evil. This has also resulted in pushbacks from some players who claim these efforts cater to politically left narratives on race and identity that are themselves harmful. For the current study, the belief that fighting against evil orcs contributes to racist attitudes was tested with a sample of 102 young adults. Participants were randomized to play a video game with either inherently evil orcs, or those that were morally neutral. Participants were then tested with regard to ethnocentrism. No evidence emerged that playing in a game with evil orcs increased ethnocentrism. This evidence finds that causal concerns about role-playing games with evil monsters may be misplaced.
在幻想游戏中杀死兽人是否会让人们对现实生活中的其他人产生种族歧视?最近关于角色扮演游戏的争论主要集中在玩邪恶的怪物种族是否会增加现实生活中的种族中心主义。这导致一些游戏开发者将游戏内容从善良的人类,精灵和矮人对抗邪恶的怪物种族的主题转变为道德模糊的主题,即任何种族都可以是善或恶。这也导致了一些玩家的反对,他们声称这些努力迎合了种族和身份的政治左翼叙事,这本身就是有害的。在目前的研究中,对102名年轻人的样本进行了测试,他们认为与邪恶的兽人作战会导致种族主义态度。参与者被随机分成两组,一组是天生邪恶的兽人,另一组是道德中立的兽人。然后对参与者进行了关于种族中心主义的测试。没有证据表明,与邪恶的兽人一起玩游戏会增加种族中心主义。这一证据表明,对带有邪恶怪物的角色扮演游戏的因果关系担忧可能是错误的。
{"title":"The only good orc is a dead orc: does playing good or evil monster races influence ethnocentrism in real life? A brief report","authors":"Christopher J. Ferguson,&nbsp;Cassandra Bradley,&nbsp;Breanna Karon,&nbsp;Ashleigh Korn,&nbsp;Jenna Kotschessa,&nbsp;Deandra Lazos,&nbsp;Shardae Madison,&nbsp;Jessie Quince,&nbsp;Cassie Rice,&nbsp;Noureen Saeed,&nbsp;Chloe Washington","doi":"10.1016/j.entcom.2025.101023","DOIUrl":"10.1016/j.entcom.2025.101023","url":null,"abstract":"<div><div>Does killing orcs in fantasy games make people feel racist toward other people in real life? Recent controversies within role-playing games have focused on whether playing with inherently evil monster races increases ethnocentrism in real life. This has led some game makers to change the content of their games away from themes of good humans, elves, and dwarves fighting evil monster races, to themes of moral ambiguity where any race can be good or evil. This has also resulted in pushbacks from some players who claim these efforts cater to politically left narratives on race and identity that are themselves harmful. For the current study, the belief that fighting against evil orcs contributes to racist attitudes was tested with a sample of 102 young adults. Participants were randomized to play a video game with either inherently evil orcs, or those that were morally neutral. Participants were then tested with regard to ethnocentrism. No evidence emerged that playing in a game with evil orcs increased ethnocentrism. This evidence finds that causal concerns about role-playing games with evil monsters may be misplaced.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101023"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145120832","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
Searching for traces of Kama Muta: Examining viewers’ responses to online videos 寻找卡玛·穆塔的踪迹:调查观众对在线视频的反应
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101028
A. Marthe Möller , Joanna Strycharz
The past decades have seen a rise in scholarly interest in the concept of eudaimonic entertainment experiences, resulting in multiple conceptualizations of the term. Recently, one such experience is Kama Muta (“moved by love”), which is typically measured through self-reports. However, it remains unclear to what extent Kama Muta is reflected in individuals’ spontaneous reactions to media content. This study examines viewers’ spontaneous responses to online videos (e.g., likes, comments) and compares these to their self-reported experiences of Kama Muta. Results show that viewers’ experiences of Kama Muta are mostly unrelated to the number of reactions that they post. Furthermore, topic modeling shows that Kama Muta is reflected in viewers’ comments to a limited extent. We conclude that making computational methods sufficiently efficient to detect abstract constructs such as Kama Muta in short texts requires additional methodological advancements.
在过去的几十年里,学术界对“快乐娱乐体验”这一概念的兴趣日益浓厚,导致了这一术语的多种概念。最近,一个这样的经历是Kama Muta(“被爱感动”),它通常通过自我报告来衡量。然而,卡玛·穆塔在多大程度上反映在个人对媒体内容的自发反应中仍不清楚。这项研究考察了观众对在线视频的自发反应(例如,点赞、评论),并将这些与他们自述的Kama Muta体验进行了比较。结果显示,观看者对《Kama Muta》的体验大多与他们发布的反应数量无关。此外,通过话题建模可以看出,Kama Muta在观众的评论中得到了有限的反映。我们的结论是,使计算方法足够有效地检测抽象结构,如短文本中的Kama Muta,需要额外的方法进步。
{"title":"Searching for traces of Kama Muta: Examining viewers’ responses to online videos","authors":"A. Marthe Möller ,&nbsp;Joanna Strycharz","doi":"10.1016/j.entcom.2025.101028","DOIUrl":"10.1016/j.entcom.2025.101028","url":null,"abstract":"<div><div>The past decades have seen a rise in scholarly interest in the concept of eudaimonic entertainment experiences, resulting in multiple conceptualizations of the term. Recently, one such experience is Kama Muta (“moved by love”), which is typically measured through self-reports. However, it remains unclear to what extent Kama Muta is reflected in individuals’ spontaneous reactions to media content. This study examines viewers’ spontaneous responses to online videos (e.g., likes, comments) and compares these to their self-reported experiences of Kama Muta. Results show that viewers’ experiences of Kama Muta are mostly unrelated to the number of reactions that they post. Furthermore, topic modeling shows that Kama Muta is reflected in viewers’ comments to a limited extent. We conclude that making computational methods sufficiently efficient to detect abstract constructs such as Kama Muta in short texts requires additional methodological advancements.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101028"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145320068","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
Gaming disorder and its association with depression, social anxiety, and risk perception during the COVID-19 pandemic: A study using a Gaussian graphical model and moderated network models COVID-19大流行期间游戏障碍及其与抑郁、社交焦虑和风险感知的关联:一项使用高斯图形模型和调节网络模型的研究
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101024
Li Li , Zhimin Niu , Xi Gong , Zhiyu Pi , Songli Mei , Mark D. Griffiths
During the COVID-19 pandemic, many scholars in the field of behavioral addiction examined the risk of gaming disorder (GD). The association between GD, depression, social anxiety, and risk perception toward COVID-19 among Chinese university students has remained largely uninvestigated, especially using network analysis. Therefore, the present study (N = 1794) examined the relationship between these variables during the pandemic using Gaussian graphical model (GGM) and Moderated Network Model (MNM) approaches. In the GGM and MNM, GD had a significant interaction with depression. Individual risk perception and public risk perception had stronger connections in the network, as did depression and social anxiety. In addition, ‘fatigue’ was identified as the core symptom of depression. Neither moderation effects (i.e., three-way interaction between GD, depression, social anxiety, and risk perception) nor gender differences in network comparisons were found. These results suggest that relieving negative emotional states may have helped prevent GD during the COVID-19 pandemic, while the influence of risk perception on GD and negative emotions needs to be further examined.
在2019冠状病毒病大流行期间,许多行为成瘾领域的学者研究了游戏障碍(GD)的风险。在中国大学生中,GD、抑郁、社交焦虑和对COVID-19风险认知之间的关系在很大程度上仍未得到调查,特别是使用网络分析。因此,本研究(N = 1794)使用高斯图形模型(GGM)和调节网络模型(MNM)方法检验了大流行期间这些变量之间的关系。在GGM和MNM中,GD与抑郁有显著的交互作用。个体风险感知和公共风险感知在网络中有更强的联系,抑郁和社交焦虑也是如此。此外,“疲劳”被确定为抑郁症的核心症状。在网络比较中,既没有发现适度效应(即焦虑、抑郁、社交焦虑和风险感知之间的三向交互作用),也没有发现性别差异。这些结果表明,缓解负面情绪状态可能有助于预防新冠肺炎大流行期间的GD,而风险感知对GD和负面情绪的影响有待进一步研究。
{"title":"Gaming disorder and its association with depression, social anxiety, and risk perception during the COVID-19 pandemic: A study using a Gaussian graphical model and moderated network models","authors":"Li Li ,&nbsp;Zhimin Niu ,&nbsp;Xi Gong ,&nbsp;Zhiyu Pi ,&nbsp;Songli Mei ,&nbsp;Mark D. Griffiths","doi":"10.1016/j.entcom.2025.101024","DOIUrl":"10.1016/j.entcom.2025.101024","url":null,"abstract":"<div><div>During the COVID-19 pandemic, many scholars in the field of behavioral addiction examined the risk of gaming disorder (GD). The association between GD, depression, social anxiety, and risk perception toward COVID-19 among Chinese university students has remained largely uninvestigated, especially using network analysis. Therefore, the present study (N = 1794) examined the relationship between these variables during the pandemic using Gaussian graphical model (GGM) and Moderated Network Model (MNM) approaches. In the GGM and MNM, GD had a significant interaction with depression. Individual risk perception and public risk perception had stronger connections in the network, as did depression and social anxiety. In addition, ‘fatigue’ was identified as the core symptom of depression. Neither moderation effects (i.e., three-way interaction between GD, depression, social anxiety, and risk perception) nor gender differences in network comparisons were found. These results suggest that relieving negative emotional states may have helped prevent GD during the COVID-19 pandemic, while the influence of risk perception on GD and negative emotions needs to be further examined.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101024"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145219293","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
Gamifying Museum Exploration: A Virtual Reality Approach to Enhancing Visitor Engagement 游戏化博物馆探索:一种增强游客参与的虚拟现实方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101055
Saif Alatrash , Sylvester Arnab , Kaja Antlej
Entertainment plays a pivotal role in capturing attention and encouraging self-involvement, enhancing the appeal of experiences through engaging practices like storytelling and game-based activities. This paper investigates the impact of gamification elements on user experience, with a focus on how users perceive interaction, immersion, and learning when these elements are integrated into virtual reality (VR) environments in museum settings. Two versions of a gamified VR experience were developed using the Unreal Engine (UE) 3D computer graphic game engine to ensure high fidelity and presence for end users through real-time simulation. The first version was tested at the Transport Museum in Coventry, UK, providing insights into the improvements to be made to better address the interaction, immersion, and learning aspects. The second refined version was deployed in Geelong and Melbourne, Australia. A quantitative approach was used to compare the two experiences using the mean and significance between items. The findings show a significant improvement in user experience in the second gamified experience in Australia. The enhanced gamified elements promoted motivation and intuitive navigation with minimal game inputs, improving user interaction and concentration while reducing external distractions. The results indicate a notable difference between the two experiences in terms of interaction and immersion, with the simplified inputs in the second experience significantly enhancing usability during VR navigation. Overall, the second experience was more effective than the first regarding mechanics, inputs, and guidance. These results underscore the importance of avoiding complexity and facilitating intuitive interaction when designing gamified experiences.
娱乐在吸引注意力和鼓励自我参与方面发挥着关键作用,通过讲故事和基于游戏的活动等引人入胜的实践来增强体验的吸引力。本文研究了游戏化元素对用户体验的影响,重点关注当这些元素被集成到博物馆设置的虚拟现实(VR)环境中时,用户如何感知交互、沉浸和学习。使用虚幻引擎(UE) 3D计算机图形游戏引擎开发了两个版本的游戏化VR体验,以确保通过实时模拟为最终用户提供高保真度和存在感。第一个版本在英国考文垂的交通博物馆进行了测试,为更好地解决互动、沉浸和学习方面的改进提供了见解。第二个改进版本部署在澳大利亚的吉朗和墨尔本。采用定量方法比较两种经验,采用项目间的均值和显著性。调查结果显示,在澳大利亚,第二次游戏化体验的用户体验有了显著改善。增强的游戏化元素以最少的游戏输入促进了动机和直观的导航,改善了用户交互和注意力,同时减少了外部干扰。结果表明,两种体验在交互性和沉浸性方面存在显著差异,第二种体验的简化输入显著提高了VR导航的可用性。总的来说,在机制、输入和指导方面,第二种体验比第一种更有效。这些结果强调了在设计游戏化体验时避免复杂性和促进直观交互的重要性。
{"title":"Gamifying Museum Exploration: A Virtual Reality Approach to Enhancing Visitor Engagement","authors":"Saif Alatrash ,&nbsp;Sylvester Arnab ,&nbsp;Kaja Antlej","doi":"10.1016/j.entcom.2025.101055","DOIUrl":"10.1016/j.entcom.2025.101055","url":null,"abstract":"<div><div>Entertainment plays a pivotal role in capturing attention and encouraging self-involvement, enhancing the appeal of experiences through engaging practices like storytelling and game-based activities. This paper investigates the impact of gamification elements on user experience, with a focus on how users perceive interaction, immersion, and learning when these elements are integrated into virtual reality (VR) environments in museum settings. Two versions of a gamified VR experience were developed using the Unreal Engine (UE) 3D computer graphic game engine to ensure high fidelity and presence for end users through real-time simulation. The first version was tested at the Transport Museum in Coventry, UK, providing insights into the improvements to be made to better address the interaction, immersion, and learning aspects. The second refined version was deployed in Geelong and Melbourne, Australia. A quantitative approach was used to compare the two experiences using the mean and significance between items. The findings show a significant improvement in user experience in the second gamified experience in Australia. The enhanced gamified elements promoted motivation and intuitive navigation with minimal game inputs, improving user interaction and concentration while reducing external distractions. The results indicate a notable difference between the two experiences in terms of interaction and immersion, with the simplified inputs in the second experience significantly enhancing usability during VR navigation. Overall, the second experience was more effective than the first regarding mechanics, inputs, and guidance. These results underscore the importance of avoiding complexity and facilitating intuitive interaction when designing gamified experiences.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101055"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145519275","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
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study 舒曼的蝴蝶通过情感驱动的LSTM作曲重新想象:一项试点研究
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101050
Lijuan Cui , Yaming Wei
This study explores how the cross-media creative trajectory of Robert Schumann’s piano suite Papillons (Op. 2) can be extended through an emotion-driven AI model. Drawing on The Masked-Ball chapter from Jean Paul’s novel Flegeljahre, we applied natural language processing techniques to extract four-dimensional emotion vectors (joy, sadness, anger, optimism) from selected literary segments. These vectors were paired with the first ten movements of Papillons to train two Long Short-Term Memory (LSTM) network. We then used the emotional profile of the novel’s final, musically unrepresented passages as input to generate an eleventh piano movement that preserves stylistic coherence and structural consistency. The results validate the technical feasibility of a “text–emotion–music” transformation pathway and demonstrate the potential of AI in simulating cross-media creativity. As a pilot study, this work provides preliminary evidence for emotion-guided music generation and offers a conceptual and methodological foundation for future multimodal generative models and human–AI co-creative systems.
本研究探讨了如何通过情感驱动的人工智能模型扩展罗伯特·舒曼(Robert Schumann)钢琴组曲《Papillons》(作品2)的跨媒体创作轨迹。借鉴Jean Paul的小说《Flegeljahre》中的《蒙面舞会》一章,我们应用自然语言处理技术从选定的文学片段中提取四维情感向量(快乐、悲伤、愤怒、乐观)。将这些向量与蝶耳犬的前10次运动配对,训练两个长短期记忆网络。然后,我们使用小说最后的情感轮廓,音乐上没有表现的段落作为输入,产生了第十一钢琴乐章,保持了风格的连贯性和结构的一致性。研究结果验证了“文本-情感-音乐”转换路径的技术可行性,并展示了人工智能在模拟跨媒体创造力方面的潜力。作为一项试点研究,这项工作为情感引导音乐生成提供了初步证据,并为未来的多模态生成模型和人类-人工智能共同创造系统提供了概念和方法基础。
{"title":"Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study","authors":"Lijuan Cui ,&nbsp;Yaming Wei","doi":"10.1016/j.entcom.2025.101050","DOIUrl":"10.1016/j.entcom.2025.101050","url":null,"abstract":"<div><div>This study explores how the cross-media creative trajectory of Robert Schumann’s piano suite <em>Papillons (Op. 2)</em> can be extended through an emotion-driven AI model. Drawing on <em>The Masked-Ball</em> chapter from Jean Paul’s novel <em>Flegeljahre</em>, we applied natural language processing techniques to extract four-dimensional emotion vectors (joy, sadness, anger, optimism) from selected literary segments. These vectors were paired with the first ten movements of <em>Papillon</em>s to train two Long Short-Term Memory (LSTM) network. We then used the emotional profile of the novel’s final, musically unrepresented passages as input to generate an eleventh piano movement that preserves stylistic coherence and structural consistency. The results validate the technical feasibility of a “text–emotion–music” transformation pathway and demonstrate the potential of AI in simulating cross-media creativity. As a pilot study, this work provides preliminary evidence for emotion-guided music generation and offers a conceptual and methodological foundation for future multimodal generative models and human–AI co-creative systems.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101050"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145465460","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
Reactions to video games that evoke a feeling of liminality 对电子游戏的反应会唤起一种模糊感
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101048
Tibor Guzsvinecz
The concept of liminal spaces has gained increasing attention in recent years, both in digital culture and academic discourse. Video games have also embraced this concept, with some developers creating immersive digital environments that evoke feelings of liminality. This study explores player experiences and emotions associated with “games of liminality” as it focuses on video games that place players in transitional, ambiguous spaces. Using text mining and sentiment analysis techniques, 66,858 reviews from the Steam platform were analyzed to identify emotional responses and recurring themes. The study identified anticipation, trust, and joy as the most frequently evoked emotions, while fear and surprise were also common, mainly in games incorporating horror elements. The analysis revealed significant differences between positive and negative reviews, with negative reviews tending to be more detailed and critical. Additionally, the Backrooms phenomenon was shown to influence player perceptions and contribute to the growing cultural fascination with liminal spaces. The results provide a deeper understanding of how players engage emotionally with liminal space games that can be used by developers to enhance game design to optimize immersive experiences and support further research into the psychological impact of digital environments on players.
近年来,阈限空间的概念在数字文化和学术话语中越来越受到关注。电子游戏也采纳了这一理念,一些开发者创造了沉浸式的数字环境,唤起了人们的无限感。这项研究探讨了与“阈限游戏”相关的玩家体验和情感,因为它关注的是将玩家置于过渡、模糊空间的电子游戏。使用文本挖掘和情感分析技术,我们分析了来自Steam平台的66,858条评论,以确定情绪反应和反复出现的主题。该研究发现,期待、信任和喜悦是最常被唤起的情绪,而恐惧和惊讶也很常见,主要出现在包含恐怖元素的游戏中。分析显示,正面评价和负面评价之间存在显著差异,负面评价往往更详细、更挑剔。此外,Backrooms现象也会影响玩家的认知,并促进对阈限空间的文化迷恋。研究结果让我们更深入地了解了玩家是如何在有限空间游戏中融入情感的,开发者可以利用这些结果来加强游戏设计,优化沉浸式体验,并进一步研究数字环境对玩家的心理影响。
{"title":"Reactions to video games that evoke a feeling of liminality","authors":"Tibor Guzsvinecz","doi":"10.1016/j.entcom.2025.101048","DOIUrl":"10.1016/j.entcom.2025.101048","url":null,"abstract":"<div><div>The concept of liminal spaces has gained increasing attention in recent years, both in digital culture and academic discourse. Video games have also embraced this concept, with some developers creating immersive digital environments that evoke feelings of liminality. This study explores player experiences and emotions associated with “games of liminality” as it focuses on video games that place players in transitional, ambiguous spaces. Using text mining and sentiment analysis techniques, 66,858 reviews from the Steam platform were analyzed to identify emotional responses and recurring themes. The study identified anticipation, trust, and joy as the most frequently evoked emotions, while fear and surprise were also common, mainly in games incorporating horror elements. The analysis revealed significant differences between positive and negative reviews, with negative reviews tending to be more detailed and critical. Additionally, the Backrooms phenomenon was shown to influence player perceptions and contribute to the growing cultural fascination with liminal spaces. The results provide a deeper understanding of how players engage emotionally with liminal space games that can be used by developers to enhance game design to optimize immersive experiences and support further research into the psychological impact of digital environments on players.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101048"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145465461","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
Exploring the technological experience and impact assessment of Augmented Reality in outdoor cultural heritage guided tours: A case study of the Chiayi Sawmill 户外文化遗产导览中的增强现实技术体验与影响评估——以嘉义锯木厂为例
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101034
Yi-Chun Li , Wen-Huei Chou , Yen-Liang Wu
This study explores the application of Augmented Reality (AR) in enhancing navigation and visitor engagement at the Chiayi Sawmill in Taiwan. Using the Extended Technology Acceptance Model (ETAM), which integrates TAM2 and UTAUT, the study assesses user acceptance and factors influencing AR navigation adoption in outdoor cultural heritage sites. Data were collected from 80 visitors using AR-guided tours. Results indicate that perceived playfulness strongly affects behavioral intention, while perceived usefulness influences user attitudes, showing that visitors value both the informative content and the interactive experience. A positive user experience was found to enhance perceived ease of use, which in turn promotes acceptance of the AR system. However, the study also reveals that enjoyment of the AR content is more dependent on the system’s design than on the user’s prior experience. The findings validate the ETAM in outdoor heritage navigation, offering practical insights for AR application in cultural heritage, emphasizing the importance of optimizing user experience, system design, and playfulness to increase visitor satisfaction and engagement. This study contributes to extending AR research from indoor settings to outdoor cultural sites and provides a reference for future AR navigation design in cultural heritage settings.
本研究探讨增强实境(AR)技术在台湾嘉义锯木厂之应用,以提升观光导航与游客互动。本研究采用整合TAM2和UTAUT的扩展技术接受模型(ETAM),评估户外文化遗产地的用户接受程度和影响AR导航采用的因素。数据收集自80名使用ar导览的游客。结果表明,感知到的可玩性强烈影响行为意向,而感知到的有用性影响用户态度,表明访问者既重视信息内容,也重视互动体验。研究发现,积极的用户体验可以增强感知的易用性,从而促进增强现实系统的接受度。然而,该研究也表明,AR内容的享受更多地取决于系统的设计,而不是用户之前的体验。研究结果验证了ETAM在户外遗产导航中的应用,为AR在文化遗产中的应用提供了实践见解,强调了优化用户体验、系统设计和游戏性以提高游客满意度和参与度的重要性。本研究有助于将AR研究从室内扩展到室外文化遗址,并为未来文化遗址AR导航设计提供参考。
{"title":"Exploring the technological experience and impact assessment of Augmented Reality in outdoor cultural heritage guided tours: A case study of the Chiayi Sawmill","authors":"Yi-Chun Li ,&nbsp;Wen-Huei Chou ,&nbsp;Yen-Liang Wu","doi":"10.1016/j.entcom.2025.101034","DOIUrl":"10.1016/j.entcom.2025.101034","url":null,"abstract":"<div><div>This study explores the application of Augmented Reality (AR) in enhancing navigation and visitor engagement at the Chiayi Sawmill in Taiwan. Using the Extended Technology Acceptance Model (ETAM), which integrates TAM2 and UTAUT, the study assesses user acceptance and factors influencing AR navigation adoption in outdoor cultural heritage sites. Data were collected from 80 visitors using AR-guided tours. Results indicate that perceived playfulness strongly affects behavioral intention, while perceived usefulness influences user attitudes, showing that visitors value both the informative content and the interactive experience. A positive user experience was found to enhance perceived ease of use, which in turn promotes acceptance of the AR system. However, the study also reveals that enjoyment of the AR content is more dependent on the system’s design than on the user’s prior experience. The findings validate the ETAM in outdoor heritage navigation, offering practical insights for AR application in cultural heritage, emphasizing the importance of optimizing user experience, system design, and playfulness to increase visitor satisfaction and engagement. This study contributes to extending AR research from indoor settings to outdoor cultural sites and provides a reference for future AR navigation design in cultural heritage settings.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101034"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145320067","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
期刊
Entertainment Computing
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1