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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。
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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。
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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。
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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。
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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。
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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。
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引用次数: 0
Explainable e-sports win prediction through Machine Learning classification in streaming 通过流媒体中的机器学习分类实现可解释的电子竞技胜利预测
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101027
Silvia García-Méndez, Francisco de Arriba-Pérez
The increasing number of spectators and players in e-sports, along with the development of optimized communication solutions and cloud computing technology, has motivated the constant growth of the online game industry. Even though Artificial Intelligence-based solutions for e-sports analytics are traditionally defined as extracting meaningful patterns from related data and visualizing them to enhance decision-making, most of the effort in professional winning prediction has been focused on the classification aspect from a batch perspective, also leaving aside the visualization techniques. Consequently, this work contributes to an explainable win prediction classification solution in streaming in which input data is controlled over several sliding windows to reflect relevant game changes. Experimental results attained an accuracy higher than 90%, surpassing the performance of competing solutions in the literature. Ultimately, our system can be leveraged by ranking and recommender systems for informed decision-making, thanks to the explainability module, which fosters trust in the outcome predictions.
随着电子竞技中观众和玩家数量的不断增加,以及优化通信解决方案和云计算技术的发展,推动了网络游戏产业的不断发展。尽管基于人工智能的电子竞技分析解决方案传统上被定义为从相关数据中提取有意义的模式并将其可视化以增强决策,但专业获胜预测的大部分努力都集中在从批处理角度的分类方面,也忽略了可视化技术。因此,这项工作有助于在流媒体中提供一个可解释的获胜预测分类解决方案,其中输入数据通过几个滑动窗口来控制,以反映相关的游戏变化。实验结果达到了90%以上的准确率,超过了文献中竞争解决方案的性能。最终,我们的系统可以通过排名和推荐系统来进行明智的决策,这要归功于可解释性模块,它培养了对结果预测的信任。
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引用次数: 0
The playful chronicles: investigating adolescents’ video game engagement with an entertainment flair 有趣的编年史:调查青少年的电子游戏参与与娱乐天赋
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101032
A. Balamurugan , Sudeep Varshney , K. Raghuveer , M.Kishore Kumar , Siddharth Misra , M.Ramkumar Prabhu
In the age of rapidly growing digital entertainment through video games, understanding their impact on students and identifying related factors is crucial for educational and developmental considerations. Video game use has an influence on social conduct, academic achievement, and general well-being in addition to being merely amusing. The study’s aim is to provide insights into the intricate nature of video game engagement among the demographic by examining variables like social media usage, parental involvement, and device ownership. To determine the extent to students use video games and factors influence their gaming habits. The study utilized a Video Game Addiction Scale alongside a comprehensive survey. Participants were extended to 200 students enrolled in 8th and 9th grades across multiple schools to participate in the survey. To explore relationships and associations among variables, statistical analyses are conducted, such as inferential tests and descriptive statistics. The findings provide insight into potential variables that might influence both positive and negative features of video game participation. Participants can develop an environment that motivates students to play video games responsibly and in a balanced manner by acknowledging the complexity of the elements that influence gaming behaviour.
在电子游戏等数字娱乐快速发展的时代,了解它们对学生的影响并确定相关因素对于教育和发展考虑至关重要。电子游戏的使用对社交行为、学业成就和总体幸福感都有影响,除了好玩之外。该研究旨在通过分析社交媒体使用、父母参与和设备所有权等变量,深入了解电子游戏用户粘性的复杂本质。确定学生使用电子游戏的程度和影响他们游戏习惯的因素。该研究利用了电子游戏成瘾量表和综合调查。调查对象扩大到200名来自多所学校的8年级和9年级的学生。为了探索变量之间的关系和关联,进行了统计分析,如推论检验和描述性统计。这些发现提供了对可能影响电子游戏参与的积极和消极特征的潜在变量的见解。参与者可以通过承认影响游戏行为的元素的复杂性,创造一种激励学生以负责任和平衡的方式玩电子游戏的环境。
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引用次数: 0
Prediction of physical fitness and performance of Wushus athletes based on machine learning and fuzzy TOPSIS method 基于机器学习和模糊TOPSIS方法的武术运动员体能与成绩预测
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101017
Guiquan Huo , Xiao Liu , Tingting Chen
Predicting the fitness of athletes is important for improving their performance over time. Training sessions and past performance records are the common features used to guide athletes’ gradual improvement. This study integrates conventional deep learning and partial fuzzy TOPSIS to assess athletes’ physical fitness and performance. First, the learning process identifies the precise demands needed for ongoing improvement through optimized training. The model regularly checks whether the training inputs meet the evolving needs of different sessions. These identified inputs are further validated using the fuzzy TOPSIS method to determine a clear pathway for sustained, reliable performance gains. The prioritized results produced over multiple iterations are useful in identifying highly effective fitness programs that support steady improvement. The proposed method is evaluated using the Wushu training requirements dataset to identify specific training needs and performance outcomes based on multiple practice sessions.
随着时间的推移,预测运动员的健康状况对于提高他们的表现非常重要。训练时间和过去的成绩记录是指导运动员逐步提高的共同特征。本研究将传统深度学习与部分模糊TOPSIS相结合,对运动员体能与成绩进行评估。首先,学习过程确定了通过优化训练进行持续改进所需的精确需求。该模型定期检查训练输入是否满足不同会话的不断变化的需求。使用模糊TOPSIS方法进一步验证这些确定的输入,以确定持续可靠的性能增益的明确途径。在多次迭代中产生的优先级结果对于确定支持稳定改进的高效健身计划非常有用。使用武术训练需求数据集对所提出的方法进行评估,以确定基于多个练习课程的特定训练需求和表现结果。
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引用次数: 0
Personalized ranking for video games based on online reviews: An S-Kano-TOPSIS method integrating requirement categories and public opinion 基于在线评论的电子游戏个性化排名:一种整合需求类别和公众意见的S-Kano-TOPSIS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.2025.101029
Yanze Liu , Tian-Hui You , Junrong Zou , Yuan Yuan , Bing-Bing Cao
The rapid expansion of the video game market intensifies customers’ difficulty in selecting preference-aligned games. Although online reviews offer valuable insights, effectively leveraging this information remains challenging. To address this, we propose S-Kano-TOPSIS, a personalized ranking method for video games that integrates requirement categories and public opinion. First, BERTopic is used to extract customer requirements (CRs), and their performance is evaluated via sentiment analysis using a BW-CNN model. Then, SHAP is applied to quantify the influence of each CR on customer satisfaction. The Kano model is employed to adjust CR importance based on their influence patterns. Furthermore, to reflect real-world decision-making, we incorporate preference similarity by analyzing reviews of games similar to those the customer has played. Finally, TOPSIS is used to generate rankings tailored to individual needs. Experiments on 72,000 reviews from eight video games demonstrate that the proposed method surpasses baseline approaches across multiple evaluation metrics. These results suggest that S-Kano-TOPSIS offers a structured and quantifiable approach to personalized video game ranking.
电子游戏市场的快速扩张加剧了消费者选择符合偏好的游戏的难度。尽管在线评论提供了有价值的见解,但有效地利用这些信息仍然具有挑战性。为了解决这个问题,我们提出了S-Kano-TOPSIS,这是一种集成了需求类别和公众意见的视频游戏个性化排名方法。首先,使用BERTopic提取客户需求(cr),并使用BW-CNN模型通过情感分析对其性能进行评估。然后,运用SHAP量化各CR对顾客满意度的影响。利用Kano模型根据其影响模式来调整CR的重要性。此外,为了反映现实世界的决策,我们通过分析与用户玩过的游戏相似的游戏评论来结合偏好相似性。最后,TOPSIS用于根据个人需求生成排名。对来自8款电子游戏的72000条评论进行的实验表明,所提出的方法在多个评估指标上优于基线方法。这些结果表明,S-Kano-TOPSIS为个性化电子游戏排名提供了一种结构化和可量化的方法。
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引用次数: 0
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Entertainment Computing
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