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Cognitive effect of product-based animation on interface aesthetics of web-based stores
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100895
Emin Sertaç Ari
The increasing internet penetration and the convergence of the online population with the world population highlight the significance of user experience and marketing strategies in the digital landscape. Businesses aim to enhance their online marketing activities, while users seek ease of use, entertainment, and satisfaction from websites. In this context, web animation has emerged as a critical tool for capturing the attention of online consumers. Web animation, defined as “any kind of movement on websites,” has gained prominence due to improved internet speeds and software tools. However, its precise implications for consumer attitudes remain unclear.
This paper delves into the impact of product-based web animation on consumer perceptions, specifically aesthetics, entertainment, satisfaction, loyalty, and ease of use. The research investigates whether product-specific animations can mitigate the potential negative effects of web animations and enhance their attraction to online users.
The study draws on various hypotheses and employs statistical analyses to explore the influence of product-based animations compared to static websites. It finds that product-based animated websites have a more positive impact on consumer perceptions of entertainment, satisfaction, loyalty, and ease of use, while the effect on aesthetics is not statistically significant.
These findings provide valuable insights for web designers and digital marketers, emphasizing the potential of product-based animations to improve user satisfaction and loyalty in e-commerce settings. The study also highlights the need for further research to explore the impact of animation on purchase intentions, consider mobile interfaces, and analyze animation effects across different user profiles and geographic regions, offering promising avenues for future investigations in this evolving field.
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引用次数: 0
Internet of Things for gaming: A review
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100910
Asif Ali Laghari , Hang Li , Yin Shoulin , Awais Khan Jumani , Abdullah Ayub Khan , Fida Hussain Dahri
The Internet of Things (IoT) is an advanced tech that transfers game data such as graphics, text, and other data over real-time networks. Game player surroundings can be sensed, or movement or situation can be observed for wearable devices that use sensors and actuators, this increases sales of wearables from 18 million in 2015 to 533.6 million units by 2021. The information of game players gathered by sensors and actuators is sent for further action in the game engine. In this paper, we survey and analyze the involvement of IoT technology sensors and wearables in serious and social gaming. Further, we reviewed IoT applications for gaming, as well as their challenges and limitations, with open research issues for future development.
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引用次数: 0
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100920
Zhenyue Ding
Speaking is an important part of language communication, but mastering speaking skills and rich vocabulary is a challenge for non-native speakers. To address this problem, the study designs an English speaking recommendation system that incorporates word networks as well as user-based context-aware and semantic-aware techniques. The word network identifies associations between words by analyzing extensive English-speaking learning resources. While the user-based context-aware and semantic-aware techniques generate recommendation results by analyzing the similarity of users. Meanwhile, Precision, Recall, and F1 were selected for comparison. Precision indicates the fraction of cases labeled as positive that are truly positive. Recall indicates the fraction of actual positive cases that are correctly predicted as positive. The F1 score is the average of precision and recall, calculated as their harmonic mean. The results show that each recommendation evaluation index of the spoken English recommendation system shows a tendency of increasing and then decreasing with the increase of the interest similarity weight value Wic. Meanwhile, the individual recommendation evaluation indexes of the English speaking recommender system decrease with the increase of α value. Among them, when the α value is 0.5, the system has the best recommendation results with Precision, Recall, and F1 as high as 75.69 %, 25.81 %, and 37.48 %, respectively. In addition, each interface of the system provides good response time under high concurrency. In particular, the response time of the login interface is as low as 120 ms and the response time of the recommendation interface is as high as 328 ms on average. Compared to current recommendation systems, the average response time has been improved by at least 50 ms. It shows that the English speaking recommendation system designed by the Institute has good performance advantages and feasibility. It provides reliable technical support for modern spoken English teaching.
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引用次数: 0
Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100909
Dong Liu , NengLun Chen , Xu Lang , ZhiGeng Pan , Hongyi Ren , SiYuan Lin , MingMin Zhang , HuaBiao Li , QianWei Huang
The distilled liquor brewing technique is one of China’s national-level intangible cultural heritages, and it has a rich history. In order to enhance public awareness and understanding of this technique, previous researchers have utilized digital technologies such as virtual reality to create virtual museums for disseminating and showcasing its cultural significance. However, existing virtual museums often employ passive roaming displays, lacking interactivity, immersion, and engagement, which makes it challenging to attract the younger generation. This paper introduces a multimodal interactive virtual liquor culture museum system. By incorporating sensory feedback such as visual, auditory, tactile, and temperature cues, participants can learn about and experience the art of distilled liquor brewing. Within the museum, three virtual avatars (visitor, guide, poet) are implemented and powered by advanced language models, enabling continuous dialogue and interactive gameplay with participants and enhancing immersion and interest. The study, validated through evaluations involving 30 participants, demonstrates the usability and effectiveness of the System.
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引用次数: 0
Research on the design of online gamified tourism education activities based on Moodle platform 基于 Moodle 平台的在线游戏化旅游教育活动设计研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100823
Teng Gao
With the rapid development of information technology and the popularization of online education, more and more educators are exploring integrating gamified elements into online teaching activities to enhance student’s learning interests and participation. Especially in the field of tourism education, due to its unique practicality and experiential nature, gamified education has more significant potential and application value. However, current research primarily focuses on traditional classroom teaching environments, and there is relatively little research on the design of online gamified tourism education activities based on the Moodle platform. Therefore, this study aims to fill this gap and provide new ideas and methods for online tourism education. This article uses the Moodle platform to research gamified tourism education activities, including the following aspects. Firstly, gamification theory was combined with the classic ARCS education model to stimulate students’ enthusiasm for learning and improve the quality of online teaching. Secondly, using the Moodle platform for educational activity design, secondary development is carried out based on the original functions of the platform, and a platform that conforms to gamified tourism education activities is constructed through LAMP technology to achieve personalized customization. Thirdly, it is proposed to use the KNN-NDS algorithm for comment polarity annotation, and a computational model is constructed. The algorithm’s efficiency is verified from four parts: “an optimal number of neighbors,” training efficiency comparison test, classification efficiency comparison test, and classification quality test. Fourthly, through platform trial operation, a platform satisfaction survey will be conducted to analyze the contribution of gamification and specialization to gamified educational activities in depth.
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引用次数: 0
Research on digital entertainment media in English writing e-learning system based on interactive game learning method 基于互动游戏学习法的英语写作电子学习系统中的数字娱乐媒体研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100855
Li Tianyi
As a new teaching tool, digital entertainment media has the potential to improve students’ learning effect and interest. This study aims to explore the application of digital entertainment media based on interactive game learning methods in English writing e-learning system, so as to improve students’ English writing ability and learning enthusiasm. By designing a digital entertainment media e-learning system based on interactive game learning method, this paper studies and designs an intuitive and easy to use interface, so that students can easily browse and participate in interactive game learning activities. Design various types of game tasks and challenges based on interactive game learning methods. Combined with the basic content and requirements of English writing teaching, a variety of interactive learning tools and activities are provided to stimulate students’ learning interest and writing ability. After the implementation of the digital entertainment media e-learning system, students demonstrated a more positive learning attitude and a higher level of English writing by participating in various activities and training provided by the interactive game learning method. They have made significant improvements in writing expression, grammar use and creative thinking.
数字娱乐媒体作为一种新的教学手段,具有提高学生学习效果和学习兴趣的潜力。本研究旨在探索基于互动游戏学习法的数字娱乐媒体在英语写作网络教学系统中的应用,以提高学生的英语写作能力和学习积极性。通过设计基于互动游戏学习法的数字娱乐媒体网络学习系统,本文研究设计了直观易用的操作界面,方便学生浏览和参与互动游戏学习活动。基于互动游戏学习法,设计各类游戏任务和挑战。结合英语写作教学的基本内容和要求,提供多种互动学习工具和活动,激发学生的学习兴趣和写作能力。数字娱乐媒体网络教学系统实施后,学生通过参与互动游戏学习法提供的各种活动和训练,表现出更积极的学习态度和更高的英语写作水平。他们在写作表达、语法运用和创造性思维方面都有了明显的提高。
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引用次数: 0
Playing to learn: Game-based approach to financial literacy for generation Z
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100896
Lisana Lisana, Hendra Dinata, Gabriela Valencia Tanudjaja
This quantitative study assessed the effectiveness of game-based learning in improving financial literacy among Generation Z. Conducted with 32 urban participants, the study involved the use of a board game and a mobile application, designed with input from financial literacy experts. Participants underwent a pretest to gauge their initial financial knowledge, engaged with the game, and completed a posttest to measure learning outcomes. Statistical analysis, including paired sample t-tests, compared pretest and posttest scores, revealing a significant enhancement in financial literacy post-gameplay. Furthermore, a questionnaire evaluated user satisfaction regarding the game, assessing metrics like enjoyment, ease of use, and perceived usefulness. Results demonstrated not only an improvement in financial knowledge but also high satisfaction among users, indicating that game-based learning can be a valuable tool for teaching financial concepts to Generation Z. These findings contribute to the understanding of game-based learning’s potential in financial education and provide insights for educators and parents. However, the study’s limitations suggest areas for future research to explore and refine the use of educational games in financial literacy.
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引用次数: 0
Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100901
Tingxin Song, Chaofeng Zhang, Wei Wang
Operations research is an applied mathematics discipline aimed at providing optimal solutions for complex systems and decision-making processes. However, the theoretical aspects of operations research can often be abstract, making it challenging and potentially tedious for students with a weaker foundational background. To address this issue, game-based learning has been introduced into operations research education in recent years, demonstrating promising results. In this context, gamified learning is seen as a potential solution to enhance student motivation and classroom engagement. Although gamification has been explored in education, its application in operations research, especially within a complex mathematical domain, remains under-researched. These games transform abstract operations research theories into concrete scenarios and problems, allowing students to learn and apply operations research knowledge through interactive play. This study aims to investigate students’ perceptions and attitudes toward game-based operations research classrooms using fuzzy set joint analysis. By employing fuzzy conjoint analysis, we aim to provide a nuanced understanding of student preferences and optimize gamified teaching strategies. In the investigation process, 83 students from School D were selected as the research subjects, and a questionnaire encompassing 16 items was administered. These items covered various aspects of integrating operations research board games into the classroom, including students’ engagement, cooperation, understanding, and application of operations research knowledge during the game process. By utilizing a Likert seven-point scale to collect students’ responses to each item, the data were subsequently converted into fuzzy sets to assess students’ views on game-based operations research classrooms. The results were used to provide targeted optimization for gamified teaching. Group experimental results involving the 83 students showed that gamified teaching in operations research has a positive impact on students’ learning of the subject. This finding holds significant implications for educators and teaching practices, offering valuable insights for the design and implementation of future operations research teaching methods.
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引用次数: 0
Eight types of video game experience 八种电子游戏体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-30 DOI: 10.1016/j.entcom.2024.100882
Jukka Vahlo , Kai Tuuri

The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.

游戏体验研究是游戏研究中一个成熟的领域,有许多模型支持。这些模型虽然很有价值,但往往侧重于分析特定背景下的游戏体验,而不是促进比较分析。针对这一研究空白,我们的研究以经验为基础,确定了各种游戏中普遍存在的游戏体验类型。通过分析 1,193 名调查对象提供的 5,372 项游戏体验描述,本研究采用了受定性访谈流程启发的调查设计,有助于全面了解影响这些体验的各种因素。通过潜类分析,我们划分出八种不同的游戏体验类型:令人信服的挑战、身临其境的探索、富有创意的关怀、充满活力的冲刺、竞争激烈的射击、欢快的弹跳、战略管理和日常居住。每种类型都从潜类分析变量和附加调查变量两方面进行了分析,从而加深了我们对其独特性和可比性的理解。这种方法揭示了游戏体验的多面性,拓宽了我们对不同游戏类型中玩家参与度的认识,为游戏设计、市场营销和未来研究提供了实际意义。
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引用次数: 0
Exploring music-based attachment to video games through affect expressions in written memories 通过书面记忆中的情感表达探索基于音乐的电子游戏依恋
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-28 DOI: 10.1016/j.entcom.2024.100883
Kai Tuuri , Oskari Koskela , Heli Tissari , Jukka Vahlo

This paper presents an exploratory research on music-based attachment to video games, studied through personally valued game music memories. It focuses on people’s engagement with game music and game technologies, expanding previous research on the role of game music in people’s lives. We gathered 183 written game music memories and analyzed their contents and language. We focused on expressions of affect and sentiment, which we assumed would indicate affective involvement. However, we also explored the constitution of attachment by investigating how expressions of affect and sentiment were associated with other aspects in the stories that reflect personal valuation, focusing specifically on factors of autobiographical remembrance, conceptualizations of game music, and gaming technology related to memories. These investigations employed a mixed-methods approach that combined qualitative and statistical analyses. A major finding was that especially personal remembrances that involved an awareness of the self or related to the game music experience significantly predicted the use of expressions of affect and sentiment in the stories. In sum, the study outlines a framework for investigating people’s long-term engagement with technology as being intimately related to the context of everyday life and the constitution of self-understanding.

本文通过个人珍视的游戏音乐记忆,对基于音乐的电子游戏依恋进行了探索性研究。研究重点是人们与游戏音乐和游戏技术的接触,拓展了以往关于游戏音乐在人们生活中的作用的研究。我们收集了 183 篇书面游戏音乐回忆,并对其内容和语言进行了分析。我们的重点是情感和情绪的表达,我们认为这将表明情感参与。然而,我们还通过调查情感和情绪的表达与故事中反映个人价值的其他方面的关联,探索了依恋的构成,特别关注了自传式回忆的因素、游戏音乐的概念化以及与回忆相关的游戏技术。这些调查采用了混合方法,结合了定性分析和统计分析。研究的一个主要发现是,特别是涉及自我意识或与游戏音乐体验相关的个人回忆,对故事中情感和情绪表达的使用有显著的预测作用。总之,这项研究勾勒出了一个框架,用于调查人们与技术的长期接触,因为技术与日常生活背景和自我认识的构成密切相关。
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引用次数: 0
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Entertainment Computing
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