首页 > 最新文献

Entertainment Computing最新文献

英文 中文
Examining the influence of target–distractor similarity on difficulty in a working memory game 研究目标-干扰物相似性对工作记忆游戏难度的影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 Epub Date: 2025-11-15 DOI: 10.1016/j.entcom.2025.101060
Madeleine Frister , Fiona McNab , Maximilian Croissant , Paul Cairns
Video games often feature complex game environments, with many elements irrelevant to the current task, which may distract from goal-relevant information. From a game design perspective, this increased difficulty factor may either be desired or lead to unwanted consequences and accessibility concerns. Evidence from cognitive science suggests that information processing is more susceptible to distracting items similar to the target. The current study therefore investigated the effects of target–distractor similarity on difficulty in a Working Memory (WM) game that requires participants to memorise a target path on a grid. Distractors with varying similarity to the path were presented either simultaneously with the path (encoding period), or after the path has disappeared (delay period). Results revealed that distractors generally led to poorer performance, and further that performance gradually declined with increasing target–distractor similarity during memory encoding. Exploratory analyses between performance and player experience suggest that higher success rates may be related to higher ratings of enjoyment. The present findings highlight the importance of considering the visual design of goal-relevant and task-irrelevant surrounding elements to provide an optimal challenge level and ensure positive player experiences in video games that place demand on WM capabilities.
电子游戏通常以复杂的游戏环境为特色,包含许多与当前任务无关的元素,这可能会分散与目标相关的信息。从游戏设计的角度来看,这种增加的难度因素可能是理想的,也可能导致不必要的结果和易用性问题。来自认知科学的证据表明,信息处理更容易受到与目标相似的分散注意力的物品的影响。因此,目前的研究调查了目标-干扰物相似性对工作记忆(WM)游戏难度的影响,该游戏要求参与者记住网格上的目标路径。与路径相似度不同的干扰物可以与路径同时呈现(编码周期),也可以在路径消失后呈现(延迟周期)。结果表明,在记忆编码过程中,随着目标-分心物相似性的增加,目标-分心物的表现逐渐下降。性能和玩家体验之间的探索性分析表明,更高的成功率可能与更高的乐趣评级有关。目前的研究结果强调了考虑目标相关和任务无关周围元素的视觉设计的重要性,以提供最佳的挑战水平,并确保对WM能力有要求的电子游戏中的积极玩家体验。
{"title":"Examining the influence of target–distractor similarity on difficulty in a working memory game","authors":"Madeleine Frister ,&nbsp;Fiona McNab ,&nbsp;Maximilian Croissant ,&nbsp;Paul Cairns","doi":"10.1016/j.entcom.2025.101060","DOIUrl":"10.1016/j.entcom.2025.101060","url":null,"abstract":"<div><div>Video games often feature complex game environments, with many elements irrelevant to the current task, which may distract from goal-relevant information. From a game design perspective, this increased difficulty factor may either be desired or lead to unwanted consequences and accessibility concerns. Evidence from cognitive science suggests that information processing is more susceptible to distracting items similar to the target. The current study therefore investigated the effects of target–distractor similarity on difficulty in a Working Memory (WM) game that requires participants to memorise a target path on a grid. Distractors with varying similarity to the path were presented either simultaneously with the path (encoding period), or after the path has disappeared (delay period). Results revealed that distractors generally led to poorer performance, and further that performance gradually declined with increasing target–distractor similarity during memory encoding. Exploratory analyses between performance and player experience suggest that higher success rates may be related to higher ratings of enjoyment. The present findings highlight the importance of considering the visual design of goal-relevant and task-irrelevant surrounding elements to provide an optimal challenge level and ensure positive player experiences in video games that place demand on WM capabilities.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101060"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145579894","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
Watching to win: When watching others play improves performance 观看胜利:观看他人比赛可以提高表现
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 Epub Date: 2025-12-05 DOI: 10.1016/j.entcom.2025.101067
Colby Johanson , Hannah Wessels , Maximilian A. Friehs
Despite gamers’ widespread use of observation as a learning strategy, the overall effects of observational learning on in-game performance and conditions for effectiveness are underexplored. We investigated whether and how observation improves gaming performance through two controlled studies using a Super Hexagon clone. Study 1 (n = 23) examined player-observer pairs; Study 2 (n = 69) systematically varied observation content (same vs. randomized obstacle sequences vs. playing instead of observing). Results showed that observers significantly outperformed players when comparing performance after equal play time, in-person and via video, but only when observing the same obstacle sequence. When comparing final performance, playing yielded greater overall improvement than observing. These results provide empirical validation for observational learning in games while identifying sequence-specific observation as an important factor in digital contexts, offering insights into how players and designers can incorporate observation into learning strategies and game design.
尽管玩家普遍将观察作为一种学习策略,但观察学习对游戏表现和有效性条件的总体影响尚未得到充分探索。我们通过使用Super Hexagon克隆体进行两项对照研究,调查观察是否以及如何提高游戏表现。研究1 (n = 23)检验了玩家-观察者配对;研究2 (n = 69)系统地改变观察内容(相同vs随机障碍序列vs玩而不是观察)。结果显示,在相同的游戏时间、面对面和通过视频进行比较时,观察者的表现明显优于玩家,但仅限于观察相同的障碍序列时。当比较最终表现时,演奏比观察产生更大的整体改善。这些结果为游戏中的观察学习提供了经验验证,同时确定了特定序列的观察是数字环境中的重要因素,为玩家和设计师如何将观察融入学习策略和游戏设计提供了见解。
{"title":"Watching to win: When watching others play improves performance","authors":"Colby Johanson ,&nbsp;Hannah Wessels ,&nbsp;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":"2026-01-01","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}
引用次数: 0
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction 利用虚拟现实技术加强啦啦队教学的探讨
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 Epub Date: 2025-12-21 DOI: 10.1016/j.entcom.2025.101074
Zhang Nan , Wang Zidi , Zhu Chaoyang
Virtual reality (VR) technology employs specialized software and coding to create interactive 3D environments, accessed through VR glasses and handled with computer-aided devices. In China, industries such as education are actively integrating VR to enhance learning experiences. In cheerleading education, traditional methods like face-to-face instruction, video tutorials, and posters often lack sufficient interactivity and practical engagement. To address this, VR technology offers an immersive alternative that can simulate real-life practice scenarios. A central challenge in this integration is incorporating motion capture (MoCap) systems, which can record and analyze body movements in real time. These systems help visualize posture and movement dynamics within VR settings. This study explores the use of VR and MoCap in cheerleading to enhance teaching effectiveness. By building a human motion model database and applying feature similarity plane matching, instructors can identify and correct student movements with greater accuracy. Feature vectors (FVs) are used to guide posture adjustments, making training more precise and responsive. Results demonstrate that the combined use of VR and MoCap significantly improves the learning experience, making it more engaging, interactive, and technically accurate. This approach holds promise for transforming traditional cheerleading instruction into a more dynamic and effective teaching method.
虚拟现实(VR)技术采用专门的软件和编码来创建交互式3D环境,通过VR眼镜访问并使用计算机辅助设备处理。在中国,教育等行业正在积极整合VR来增强学习体验。在啦啦队教育中,面对面教学、视频教程和海报等传统方法往往缺乏足够的互动性和实际参与。为了解决这个问题,VR技术提供了一种身临其境的替代方案,可以模拟现实生活中的练习场景。这种整合的一个核心挑战是整合运动捕捉(MoCap)系统,它可以实时记录和分析身体运动。这些系统有助于在VR设置中可视化姿势和运动动态。本研究探讨了在啦啦队教学中运用VR和动作捕捉技术来提高教学效果。通过建立人体运动模型数据库,应用特征相似平面匹配,教师可以更准确地识别和纠正学生的动作。特征向量(FVs)用于指导姿势调整,使训练更加精确和响应。结果表明,VR和动作捕捉的结合使用显着改善了学习体验,使其更具吸引力,互动性和技术准确性。这种方法有望将传统的啦啦队教学转变为一种更有活力、更有效的教学方法。
{"title":"Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction","authors":"Zhang Nan ,&nbsp;Wang Zidi ,&nbsp;Zhu Chaoyang","doi":"10.1016/j.entcom.2025.101074","DOIUrl":"10.1016/j.entcom.2025.101074","url":null,"abstract":"<div><div>Virtual reality (VR) technology employs specialized software and coding to create interactive 3D environments, accessed through VR glasses and handled with computer-aided devices. In China, industries such as education are actively integrating VR to enhance learning experiences. In cheerleading education, traditional methods like face-to-face instruction, video tutorials, and posters often lack sufficient interactivity and practical engagement. To address this, VR technology offers an immersive alternative that can simulate real-life practice scenarios. A central challenge in this integration is incorporating motion capture (MoCap) systems, which can record and analyze body movements in real time. These systems help visualize posture and movement dynamics within VR settings. This study explores the use of VR and MoCap in cheerleading to enhance teaching effectiveness. By building a human motion model database and applying feature similarity plane matching, instructors can identify and correct student movements with greater accuracy. Feature vectors (FVs) are used to guide posture adjustments, making training more precise and responsive. Results demonstrate that the combined use of VR and MoCap significantly improves the learning experience, making it more engaging, interactive, and technically accurate. This approach holds promise for transforming traditional cheerleading instruction into a more dynamic and effective teaching method.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101074"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925120","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
Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood 游戏:比较mowell严肃游戏和电脑接龙游戏在初成年期的减压效果
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 Epub Date: 2025-12-30 DOI: 10.1016/j.entcom.2025.101075
S. Velert-Jiménez PhD , H.A. Sánchez-Sánchez MsC (PhD Researcher) , S. Valero-Moreno PhD (Associate Professor) , I. Blasko-Ochoa MsC (Psychologist) , J.A. Gil-Gómez PhD (Professor) , I. Montoya-Castilla PhD (Full Professor)
Emerging adulthood is often characterized by high stress levels due to instability in various life roles. The present study compares outcomes between a serious game area specifically designed for stress management and a conservative commercial off-the-shelf (COTS) approach, assessing both objective (heart coherence) and subjective (perceived stress) measures. Findings indicate that participants in the serious game group experienced significant improvements in heart coherence, with 43.3% showing reliable increases compared to 24% in the COTS group. Additionally, 36.7% of participants in the serious game group reported reductions in perceived stress, while only 8% in the COTS group did so. The moderation analysis revealed that individuals with higher emotion dysregulation experienced more pronounced benefits from the serious game. Feedback from participants highlighted various psychological benefits associated with the serious game, while COTS games were primarily viewed as tools for distraction and training executive functions. These results underscore the potential of serious games to enhance stress management strategies, especially for those struggling with emotion dysregulation. Both serious and COTS games can play complementary roles in stress management.
由于各种生活角色的不稳定,成年初期的特点往往是高压力水平。本研究比较了专为压力管理而设计的严肃游戏区域与保守的商业现货(COTS)方法之间的结果,评估了客观(心脏一致性)和主观(感知压力)测量。研究结果表明,严肃游戏组的参与者在心脏一致性方面有了显著的改善,43.3%的参与者表现出可靠的增长,而游戏组的这一比例为24%。此外,36.7%的严肃游戏组参与者表示,他们感受到的压力有所减少,而COTS组只有8%。适度分析显示,情绪失调程度较高的个体从严肃游戏中获益更明显。参与者的反馈强调了与严肃游戏相关的各种心理益处,而COTS游戏主要被视为分散注意力和训练执行功能的工具。这些结果强调了严肃游戏在增强压力管理策略方面的潜力,特别是对于那些与情绪失调作斗争的人。严肃游戏和COTS游戏都可以在压力管理中发挥互补作用。
{"title":"Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood","authors":"S. Velert-Jiménez PhD ,&nbsp;H.A. Sánchez-Sánchez MsC (PhD Researcher) ,&nbsp;S. Valero-Moreno PhD (Associate Professor) ,&nbsp;I. Blasko-Ochoa MsC (Psychologist) ,&nbsp;J.A. Gil-Gómez PhD (Professor) ,&nbsp;I. Montoya-Castilla PhD (Full Professor)","doi":"10.1016/j.entcom.2025.101075","DOIUrl":"10.1016/j.entcom.2025.101075","url":null,"abstract":"<div><div>Emerging adulthood is often characterized by high stress levels due to instability in various life roles. The present study compares outcomes between a serious game area specifically designed for stress management and a conservative commercial off-the-shelf (COTS) approach, assessing both objective (heart coherence) and subjective (perceived stress) measures. Findings indicate that participants in the serious game group experienced significant improvements in heart coherence, with 43.3% showing reliable increases compared to 24% in the COTS group. Additionally, 36.7% of participants in the serious game group reported reductions in perceived stress, while only 8% in the COTS group did so. The moderation analysis revealed that individuals with higher emotion dysregulation experienced more pronounced benefits from the serious game. Feedback from participants highlighted various psychological benefits associated with the serious game, while COTS games were primarily viewed as tools for distraction and training executive functions. These results underscore the potential of serious games to enhance stress management strategies, especially for those struggling with emotion dysregulation. Both serious and COTS games can play complementary roles in stress management.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101075"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925122","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
Elements of tourist demand for tourism-related performing arts based on online reviews and the Kano model 基于在线评论和Kano模型的旅游相关表演艺术的游客需求要素
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 Epub Date: 2026-01-10 DOI: 10.1016/j.entcom.2026.101081
Zan Bowen , Yue Runpu , Tang Yuemin , Zan Shengfeng
With the rapid development of immersive tourism-related performance arts, identifying tourists’ needs has become crucial for product optimization and service refinement. Taking “Unique Henan · Land of Drama” as a case, this study uses Latent Dirichlet Allocation topic analysis and the Kano model to construct a demand analysis framework for tourism-related performance products based on online reviews. Using text mining and fine-grained sentiment analysis, we extract 11 core experience elements. We also establish a Kano classification structure comprising scenic area, theater, main creator and cultural connotation(attractive attributes), ticket (must-be attribute), location and performance comparison (indifferent attributes), drama, management service, tourist and experience quality (one-dimensional attributes). Our findings reveal a hierarchy of tourist demands in tourism-related performance arts and their differentiated mechanisms. On that basis, we propose a product optimization path.
随着沉浸式旅游相关表演艺术的快速发展,识别游客的需求成为产品优化和服务细化的关键。本研究以“独具特色的河南·戏剧之乡”为例,运用Latent Dirichlet Allocation主题分析和Kano模型,构建基于在线评论的旅游类演出产品需求分析框架。通过文本挖掘和细粒度情感分析,我们提取了11个核心体验元素。我们还建立了由景区、剧场、主创及文化内涵(吸引力属性)、门票(必选属性)、场地及演出对比(淡然属性)、戏剧、管理服务、游客及体验品质(一维属性)组成的卡诺分类结构。研究结果揭示了旅游相关表演艺术的游客需求层次结构及其差异化机制。在此基础上,提出了产品优化路径。
{"title":"Elements of tourist demand for tourism-related performing arts based on online reviews and the Kano model","authors":"Zan Bowen ,&nbsp;Yue Runpu ,&nbsp;Tang Yuemin ,&nbsp;Zan Shengfeng","doi":"10.1016/j.entcom.2026.101081","DOIUrl":"10.1016/j.entcom.2026.101081","url":null,"abstract":"<div><div>With the rapid development of immersive tourism-related performance arts, identifying tourists’ needs has become crucial for product optimization and service refinement. Taking “Unique Henan · Land of Drama” as a case, this study uses Latent Dirichlet Allocation topic analysis and the Kano model to construct a demand analysis framework for tourism-related performance products based on online reviews. Using text mining and fine-grained sentiment analysis, we extract 11 core experience elements. We also establish a Kano classification structure comprising scenic area, theater, main creator and cultural connotation(attractive attributes), ticket (must-be attribute), location and performance comparison (indifferent attributes), drama, management service, tourist and experience quality (one-dimensional attributes). Our findings reveal a hierarchy of tourist demands in tourism-related performance arts and their differentiated mechanisms. On that basis, we propose a product optimization path.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101081"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145975916","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 confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media 自信因素:自我效能对K-pop粉丝在社交媒体上的参与和认同的影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 Epub Date: 2025-12-20 DOI: 10.1016/j.entcom.2025.101073
Muhammad Amirul Asyraaf Roslan, Masrah Azrifah Azmi Murad, Nurul Amelina Nasharuddin
This study explores the impact of Self-efficacy (SE) on the Behavioural Intention (BI) to use Social Media (SM) among K-pop fans on X (formerly known as Twitter). Drawing from the Technology Acceptance Model and SE Theory, the research investigates how confidence in SM skills influences fan engagement, content creation, community involvement, and participation in fandom activities. The study combines both quantitative and qualitative approaches, with 25 public K-pop fan accounts observed over a four-week period. Quantitative data were collected through a scoring system across key categories—content creation, community engagement, campaign participation, and technical proficiency—while qualitative insights were gathered from the researcher’s observations. Results indicate that high SE is associated with active participation in content creation, leadership in fandom campaigns, and proficient use of platform features. In contrast, low SE fans engage minimally, often limiting themselves to passive actions. The study discusses how SE empowers fans to take on leadership roles within the fandom and create a sense of community through increased engagement. Limitations include the reliance on public accounts and the subjectivity of researcher-based observations. Recommendations include fostering SE through training or mentorship programs to enhance fan participation and community cohesion. This study contributes to understanding the psychological factors that shape SM engagement in fandoms.
本研究探讨了自我效能感(SE)对K-pop粉丝使用社交媒体(SM)行为意向(BI)的影响。根据技术接受模型和SE理论,该研究调查了对SM技能的信心如何影响粉丝参与、内容创造、社区参与和粉丝活动的参与。这项研究结合了定量和定性方法,对25个公开的K-pop粉丝账户进行了为期四周的观察。定量数据是通过评分系统收集的,包括关键类别——内容创造、社区参与、活动参与和技术熟练程度——而定性的见解则是从研究人员的观察中收集的。结果表明,高SE与积极参与内容创作、领导粉丝活动和熟练使用平台功能有关。相比之下,低SE粉丝参与最少,通常限制自己被动的行动。该研究讨论了SE如何让粉丝在粉丝圈中扮演领导角色,并通过增加参与度来创造一种社区感。限制包括对公众账户的依赖和基于研究人员观察的主观性。建议包括通过培训或指导计划来培养SE,以提高粉丝的参与度和社区凝聚力。本研究有助于理解影响SM参与的心理因素。
{"title":"The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media","authors":"Muhammad Amirul Asyraaf Roslan,&nbsp;Masrah Azrifah Azmi Murad,&nbsp;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":"2026-01-01","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}
引用次数: 0
Exploring the psychological mechanisms of metaverse game experiences: Identity construction and emotional impact 探索虚拟世界游戏体验的心理机制:身份建构和情感影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 Epub Date: 2025-11-17 DOI: 10.1016/j.entcom.2025.101058
HanXi Li , YuanXiong Liu , Younghwan Pan
Metaverse games offer immersive environments where users construct and engage with idealized virtual identities. However, limited research has explored the psychological mechanisms of virtual self-identity formation and its emotional impact. This study integrates Experience Economy Theory (EET), Self-Identity Theory, and Self-Discrepancy Theory to examine how metaverse gaming experiences influence users’ psychological states. Using survey data from 383 metaverse games users and PLS-SEM analysis, results confirm that all four EET dimensions positively impact virtual self-identity, with entertainment experience having the strongest effect and escapist experience the weakest. Virtual self-identity exhibits dual effects, increasing anxiety while lowering self-esteem, with self-estrangement playing a key mediating role in amplifying these negative psychological outcomes. This study extends EET to metaverse gaming, empirically validates the self-identity and self-discrepancy processes in virtual environments, and highlights the psychological risks and benefits of virtual self-identity. Findings offer insights for game designers, users, and policymakers to balance engagement with well-being.
虚拟世界游戏提供了沉浸式的环境,用户可以在其中构建和参与理想化的虚拟身份。然而,关于虚拟自我同一性形成的心理机制及其情感影响的研究有限。本研究结合体验经济理论(EET)、自我同一性理论(Self-Identity Theory)和自我差异理论(Self-Discrepancy Theory),探讨虚拟世界游戏体验对用户心理状态的影响。通过对383名虚拟世界游戏用户的调查数据和PLS-SEM分析,结果证实,所有四个EET维度都对虚拟自我认同产生积极影响,其中娱乐体验的影响最大,逃避体验的影响最弱。虚拟自我认同具有双重效应,既增加焦虑又降低自尊,而自我隔阂在放大这些负面心理结果中起着关键的中介作用。本研究将EET扩展到虚拟游戏中,实证验证了虚拟环境中的自我认同和自我差异过程,并强调了虚拟自我认同的心理风险和收益。研究结果为游戏设计师、用户和政策制定者平衡用户粘性和幸福感提供了见解。
{"title":"Exploring the psychological mechanisms of metaverse game experiences: Identity construction and emotional impact","authors":"HanXi Li ,&nbsp;YuanXiong Liu ,&nbsp;Younghwan Pan","doi":"10.1016/j.entcom.2025.101058","DOIUrl":"10.1016/j.entcom.2025.101058","url":null,"abstract":"<div><div>Metaverse games offer immersive environments where users construct and engage with idealized virtual identities. However, limited research has explored the psychological mechanisms of virtual self-identity formation and its emotional impact. This study integrates Experience Economy Theory (EET), Self-Identity Theory, and Self-Discrepancy Theory to examine how metaverse gaming experiences influence users’ psychological states. Using survey data from 383 metaverse games users and PLS-SEM analysis, results confirm that all four EET dimensions positively impact virtual self-identity, with entertainment experience having the strongest effect and escapist experience the weakest. Virtual self-identity exhibits dual effects, increasing anxiety while lowering self-esteem, with self-estrangement playing a key mediating role in amplifying these negative psychological outcomes. This study extends EET to metaverse gaming, empirically validates the self-identity and self-discrepancy processes in virtual environments, and highlights the psychological risks and benefits of virtual self-identity. Findings offer insights for game designers, users, and policymakers to balance engagement with well-being.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101058"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145580013","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 older people’s user experiences with VR: A case study of Taiwanese seniors 用VR探索老年人的用户体验:以台湾老年人为例
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 Epub Date: 2025-06-03 DOI: 10.1016/j.entcom.2025.100974
Cheih-Ying Chen , Fanfan Chen , Cheng-En Tsai
Despite much research on virtual reality (VR) techniques, few studies have explored older people’s use. Virtual reality is emerging as a promising tool to stimulate physical activity, overcome barriers to aging, and enrich older people’s leisure and recreational lives. In Taiwan, medical teams have formally introduced VR equipment to help seniors use serious games for rehabilitation. In the wake of such VR leveraging, our study aims to investigate the operation and usability assessment of VR devices of Taiwan’s older people over 70, who felt comfortable in virtual environments throughout the experiment and enjoyed VR task performance and interaction. We used two sets of virtual devices to play game levels and discuss elderly control and usage. The study shows that the two handheld controller designs (symmetric and asymmetric) significantly affected the intuitive mapping of older people’s use, with a more intuitive response to the natural mapping of asymmetric controllers mimicking hand shapes. Three key factors (oculomotor disturbance, disorientation, and nausea) were extracted from previous VR motion sickness studies, using the SSQ scale to measure motion sickness issues. The results indicate that more than half of the subjects were not affected by motion sickness issues, indirectly confirming some previous studies that older people are better off than young people with motion sickness. Therefore, more senior-friendly VR content is expected as most older people, physically aging though, yet with fewer sickness issues incurred, are willing to experience VR.
尽管对虚拟现实技术的研究很多,但很少有研究探讨老年人的使用。虚拟现实正在成为一种很有前途的工具,可以刺激身体活动,克服衰老障碍,丰富老年人的休闲娱乐生活。在台湾,医疗团队已经正式推出了VR设备,帮助老年人使用严肃的游戏进行康复。在此基础上,本研究旨在调查台湾70岁以上老年人对VR设备的操作和可用性评估,他们在整个实验过程中对虚拟环境感到舒适,并享受VR任务表现和互动。我们使用两套虚拟设备来玩游戏关卡,并讨论老年人的控制和使用。研究表明,两种手持控制器设计(对称和非对称)显著影响老年人使用的直观映射,对非对称控制器模仿手部形状的自然映射反应更直观。从之前的VR晕动病研究中提取三个关键因素(眼动障碍、定向障碍和恶心),使用SSQ量表来测量晕动病问题。结果表明,超过一半的受试者没有受到晕动病的影响,间接证实了之前的一些研究,即老年人比年轻人更容易晕车。因此,更多老年人友好的VR内容有望出现,因为大多数老年人,虽然身体上变老,但疾病较少,愿意体验VR。
{"title":"Exploring older people’s user experiences with VR: A case study of Taiwanese seniors","authors":"Cheih-Ying Chen ,&nbsp;Fanfan Chen ,&nbsp;Cheng-En Tsai","doi":"10.1016/j.entcom.2025.100974","DOIUrl":"10.1016/j.entcom.2025.100974","url":null,"abstract":"<div><div>Despite much research on virtual reality (VR) techniques, few studies have explored older people’s use. Virtual reality is emerging as a promising tool to stimulate physical activity, overcome barriers to aging, and enrich older people’s leisure and recreational lives. In Taiwan, medical teams have formally introduced VR equipment to help seniors use serious games for rehabilitation. In the wake of such VR leveraging, our study aims to investigate the operation and usability assessment of VR devices of Taiwan’s older people over 70, who felt comfortable in virtual environments throughout the experiment and enjoyed VR task performance and interaction. We used two sets of virtual devices to play game levels and discuss elderly control and usage. The study shows that the two handheld controller designs (symmetric and asymmetric) significantly affected the intuitive mapping of older people’s use, with a more intuitive response to the natural mapping of asymmetric controllers mimicking hand shapes. Three key factors (oculomotor disturbance, disorientation, and nausea) were extracted from previous VR motion sickness studies, using the SSQ scale to measure motion sickness issues. The results indicate that more than half of the subjects were not affected by motion sickness issues, indirectly confirming some previous studies that older people are better off than young people with motion sickness. Therefore, more senior-friendly VR content is expected as most older people, physically<!--> <!-->aging though, yet with fewer sickness issues incurred, are willing to experience VR.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100974"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144253683","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 Epub Date: 2025-10-04 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
Evaluating usability for an AR-enabled escape room authoring ecosystem 评估支持ar的密室创作生态系统的可用性
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 Epub Date: 2025-07-03 DOI: 10.1016/j.entcom.2025.100982
Pablo Gutiérrez-Sánchez, Pedro P. Gómez-Martín, Pedro A. González-Calero, Marco A. Gómez-Martín
The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However, adapting interactive resources for different settings and types of creators remains a challenge. This paper introduces EnigMachine Editor, a web-based authoring tool for crafting augmented reality-enabled adventures inspired by treasure hunts and escape rooms. Designed for curators and hobbyists, it simplifies the generation of custom experiences without prior technical expertise, streamlining development compared to using traditional game engines directly.
The main objective of this work is to comprehensively evaluate the usability of EnigMachine Editor for non-technical users, alongside its ability to generate engaging game experiences. A game experience study was first conducted in which participants interacted with games from the platform and subsequently completed the Game Experience Questionnaire (GEQ). Next, two usability studies were conducted in which participants first completed a tutorial with Single Ease Questions (SEQ) after each exercise, and then a series of both short- and long-term tasks on the tool concluded with the System Usability Scale (SUS) questionnaire. The results obtained demonstrate that EnigMachine Editoris able to generate satisfactory experiences for museum visitors and highlight desirable usability properties, especially in the short-term test group.
移动设备的日益普及,使得文化遗址的互动体验激增,丰富了游客的沉浸感。然而,为不同的环境和类型的创作者调整互动资源仍然是一个挑战。本文介绍了EnigMachine Editor,这是一个基于网络的创作工具,用于制作受寻宝和密室逃生启发的增强现实冒险。它专为策展人和游戏爱好者设计,无需事先掌握技术知识就可以简化定制体验的生成,与直接使用传统游戏引擎相比,它简化了开发过程。这项工作的主要目标是全面评估谜机编辑器对非技术用户的可用性,以及它产生引人入胜的游戏体验的能力。首先进行了一项游戏体验研究,参与者与平台上的游戏进行互动,随后完成游戏体验问卷(GEQ)。接下来,进行了两项可用性研究,参与者首先在每次练习后完成一份带有单一简单问题(SEQ)的教程,然后在工具上完成一系列短期和长期任务,最后完成系统可用性量表(SUS)问卷。所获得的结果表明,EnigMachine Editoris能够为博物馆游客产生满意的体验,并突出了理想的可用性属性,特别是在短期测试组中。
{"title":"Evaluating usability for an AR-enabled escape room authoring ecosystem","authors":"Pablo Gutiérrez-Sánchez,&nbsp;Pedro P. Gómez-Martín,&nbsp;Pedro A. González-Calero,&nbsp;Marco A. Gómez-Martín","doi":"10.1016/j.entcom.2025.100982","DOIUrl":"10.1016/j.entcom.2025.100982","url":null,"abstract":"<div><div>The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However, adapting interactive resources for different settings and types of creators remains a challenge. This paper introduces <span>EnigMachine Editor</span>, a web-based authoring tool for crafting augmented reality-enabled adventures inspired by treasure hunts and escape rooms. Designed for curators and hobbyists, it simplifies the generation of custom experiences without prior technical expertise, streamlining development compared to using traditional game engines directly.</div><div>The main objective of this work is to comprehensively evaluate the usability of <span>EnigMachine Editor</span> for non-technical users, alongside its ability to generate engaging game experiences. A game experience study was first conducted in which participants interacted with games from the platform and subsequently completed the Game Experience Questionnaire (GEQ). Next, two usability studies were conducted in which participants first completed a tutorial with Single Ease Questions (SEQ) after each exercise, and then a series of both short- and long-term tasks on the tool concluded with the System Usability Scale (SUS) questionnaire. The results obtained demonstrate that <span>EnigMachine Editor</span>is able to generate satisfactory experiences for museum visitors and highlight desirable usability properties, especially in the short-term test group.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100982"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144588065","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