Pub Date : 2024-08-23DOI: 10.1016/j.entcom.2024.100881
K. Saravanan, P. Ashok
{"title":"Special issue on “Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world”","authors":"K. Saravanan, P. Ashok","doi":"10.1016/j.entcom.2024.100881","DOIUrl":"https://doi.org/10.1016/j.entcom.2024.100881","url":null,"abstract":"","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"3 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2024-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-22DOI: 10.1016/j.entcom.2024.100879
Xiaojing Zhang
In recent years, with the development of social economy and the innovation of science and technology, the street landscape environment design based on visual technology and entertainment robot has been widely concerned. This paper aims to explore how to use computer simulation and gamification design methods to enhance the entertainment and attractiveness of street landscapes. In this paper, the basic principles of computer vision and V2X vehicle networking are deeply studied, and a series of simulation experiments and data analysis are carried out in combination with actual scenarios to verify the feasibility and effectiveness of V2X vehicle networking mode based on computer vision in urban street landscape design. V2X vehicle networking mode through real-time information exchange with road infrastructure, other vehicles, pedestrians, etc., can obtain a large number of urban streetscape design related data. Studies have shown that this design approach can increase people’s interest and engagement in street landscapes, and increase the entertainment experience and sense of interaction of urban residents.
{"title":"Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design","authors":"Xiaojing Zhang","doi":"10.1016/j.entcom.2024.100879","DOIUrl":"10.1016/j.entcom.2024.100879","url":null,"abstract":"<div><p>In recent years, with the development of social economy and the innovation of science and technology, the street landscape environment design based on visual technology and entertainment robot has been widely concerned. This paper aims to explore how to use computer simulation and gamification design methods to enhance the entertainment and attractiveness of street landscapes. In this paper, the basic principles of computer vision and V2X vehicle networking are deeply studied, and a series of simulation experiments and data analysis are carried out in combination with actual scenarios to verify the feasibility and effectiveness of V2X vehicle networking mode based on computer vision in urban street landscape design. V2X vehicle networking mode through real-time information exchange with road infrastructure, other vehicles, pedestrians, etc., can obtain a large number of urban streetscape design related data. Studies have shown that this design approach can increase people’s interest and engagement in street landscapes, and increase the entertainment experience and sense of interaction of urban residents.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100879"},"PeriodicalIF":2.8,"publicationDate":"2024-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142050137","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-22DOI: 10.1016/j.entcom.2024.100872
Tomáš Pagáč , Regina Bernhaupt , Simone Kriglstein
Live-streaming is a popular phenomenon. It attracts both content creators and spectators, visible in new live-streaming platforms appearing and existing social platforms adding live-streaming features. The relevant body of games and human–computer interaction oriented literature has grown considerably. However, the research is highly diverse and multidisciplinary, and reviews on live-streaming research are missing. In this article, we explore the current research on influencing factors in live-streaming, to identify the state of the field and inform future research. A scoping review was conducted to map the currently researched topics and factors, to find emerging or understudied topics, and to analyze the state of multidisciplinary and multicultural cooperation. Two iterations of a literature search and a citation-based literature mapping were used to collect 348 peer-reviewed entries. Identified and classified themes were analyzed along with visualizations of the local citation network, concept co-occurrence, and an inter-country citation graph. As a result, the main actors, genres, and issues in live-streaming, the frequency with which they are researched, and their trends over time were identified and described. Games and esports dominate research; topics recently gaining interest are e-commerce, mental health, collaboration and teaching using streams, and promoting tourism using streams. The body of literature is well connected; scientific disciplines and research groups seem to be aware of each other. For future research, we recommend exploring non-gaming genres and hybrid events and pursuing interdisciplinary collaboration.
{"title":"A scoping literature review on influencing factors in live-streaming spectatorship experience","authors":"Tomáš Pagáč , Regina Bernhaupt , Simone Kriglstein","doi":"10.1016/j.entcom.2024.100872","DOIUrl":"10.1016/j.entcom.2024.100872","url":null,"abstract":"<div><p>Live-streaming is a popular phenomenon. It attracts both content creators and spectators, visible in new live-streaming platforms appearing and existing social platforms adding live-streaming features. The relevant body of games and human–computer interaction oriented literature has grown considerably. However, the research is highly diverse and multidisciplinary, and reviews on live-streaming research are missing. In this article, we explore the current research on influencing factors in live-streaming, to identify the state of the field and inform future research. A scoping review was conducted to map the currently researched topics and factors, to find emerging or understudied topics, and to analyze the state of multidisciplinary and multicultural cooperation. Two iterations of a literature search and a citation-based literature mapping were used to collect 348 peer-reviewed entries. Identified and classified themes were analyzed along with visualizations of the local citation network, concept co-occurrence, and an inter-country citation graph. As a result, the main actors, genres, and issues in live-streaming, the frequency with which they are researched, and their trends over time were identified and described. Games and esports dominate research; topics recently gaining interest are e-commerce, mental health, collaboration and teaching using streams, and promoting tourism using streams. The body of literature is well connected; scientific disciplines and research groups seem to be aware of each other. For future research, we recommend exploring non-gaming genres and hybrid events and pursuing interdisciplinary collaboration.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100872"},"PeriodicalIF":2.8,"publicationDate":"2024-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142136695","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-22DOI: 10.1016/j.entcom.2024.100880
Wenling Wang
The traditional design process lacks fun and participation, so new elements need to be introduced to enhance the attraction and creativity of the design. The goal of the research is to design an urban landscape design method based on gamified elements and virtual robots to increase the interactivity and entertainment experience in the design process, and to explore its impact on the design results. This paper proposes an urban landscape design framework based on gamified elements and virtual robots, which includes multiple stages in the design process, each of which introduces different gamified tasks and interactions of virtual robots. Designers can gain new design ideas and inspiration by completing tasks and interacting with virtual robots. The study evaluated the effects of design methods using gamification elements and virtual robots on the design process and design results. The results show that this approach effectively increases the engagement and enjoyment of the design process, while also promoting innovation and sustainability of the design results. The urban landscape design method based on gamification elements and virtual robots has broad application prospects, which can bring more creativity and fun to urban landscape design.
{"title":"Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process","authors":"Wenling Wang","doi":"10.1016/j.entcom.2024.100880","DOIUrl":"10.1016/j.entcom.2024.100880","url":null,"abstract":"<div><p>The traditional design process lacks fun and participation, so new elements need to be introduced to enhance the attraction and creativity of the design. The goal of the research is to design an urban landscape design method based on gamified elements and virtual robots to increase the interactivity and entertainment experience in the design process, and to explore its impact on the design results. This paper proposes an urban landscape design framework based on gamified elements and virtual robots, which includes multiple stages in the design process, each of which introduces different gamified tasks and interactions of virtual robots. Designers can gain new design ideas and inspiration by completing tasks and interacting with virtual robots. The study evaluated the effects of design methods using gamification elements and virtual robots on the design process and design results. The results show that this approach effectively increases the engagement and enjoyment of the design process, while also promoting innovation and sustainability of the design results. The urban landscape design method based on gamification elements and virtual robots has broad application prospects, which can bring more creativity and fun to urban landscape design.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100880"},"PeriodicalIF":2.8,"publicationDate":"2024-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142050136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-16DOI: 10.1016/j.entcom.2024.100868
Yudhvir Singh , Ram Milan
This research investigated the impact of gamification’s utilitarian and hedonistic measurements on consumer brand engagement, loyalty, and WoM marketing outcomes. The data collection process was carried out in India using online and offline distribution of questionnaires. 231 forms were received, with 22 being eliminated due to inconsistencies, such as the identical answers to all questions, resulting in 209 responses acceptable for the research. PLS-SEM with using SEMinR, the hypotheses were tested. Results indicate that hedonic values are more successful in changing customer behaviour rather than utilitarian; the findings show that hedonic value exists in components that lead to brand loyalty and word-of-mouth. The study highlights the mediation effect of brand engagement, implying that while brand engagement is a required element for brand loyalty, it may be indifferent to achieving word-of-mouth. Brand engagement is more significant in promoting WoM than brand loyalty.
{"title":"Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM","authors":"Yudhvir Singh , Ram Milan","doi":"10.1016/j.entcom.2024.100868","DOIUrl":"10.1016/j.entcom.2024.100868","url":null,"abstract":"<div><p>This research investigated the impact of gamification’s utilitarian and hedonistic measurements on consumer brand engagement, loyalty, and WoM marketing outcomes. The data collection process was carried out in India using online and offline distribution of questionnaires. 231 forms were received, with 22 being eliminated due to inconsistencies, such as the identical answers to all questions, resulting in 209 responses acceptable for the research. PLS-SEM with using SEMinR, the hypotheses were tested. Results indicate that hedonic values are more successful in changing customer behaviour rather than utilitarian; the findings show that hedonic value exists in components that lead to brand loyalty and word-of-mouth. The study highlights the mediation effect of brand engagement, implying that while brand engagement is a required element for brand loyalty, it may be indifferent to achieving word-of-mouth. Brand engagement is more significant in promoting WoM than brand loyalty.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100868"},"PeriodicalIF":2.8,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142021229","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-16DOI: 10.1016/j.entcom.2024.100875
Hendrawan Armanto , Harits Ar Rosyid , Muladi , Gunawan
Games, once solely intended for entertainment, have emerged as a significant research focus in recent years, with the primary goal of enhancing the gaming experience. Research in the gaming domain has expanded to encompass a wide range of topics, spanning from game theory to artificial intelligence. Within the realm of artificial intelligence itself, Non-Player Characters (NPCs) play a crucial role in shaping the overall gaming experience. The quality of NPC behavior directly influences player satisfaction. Evolutionary algorithms stand out as a key algorithm for optimizing NPC behavior and interactions. This review paper extensively explores the intricate relationship between evolutionary algorithms and NPC behavior, proposing six categories (planning, user interaction, position modification, parameter modification, character state modification, and target assignment strategy), each delineating a distinct role for evolutionary algorithms. Ultimately, the paper draws three main conclusions: the pervasive use of evolutionary algorithms in gaming research, the diversity in game selection for research trials, and the varying strategies employed by researchers in selecting testing techniques. This comprehensive review aims to serve as a valuable reference for future research, particularly in the domain of evolutionary algorithms applied to NPC behavior.
{"title":"Improved Non-Player Character (NPC) behavior using evolutionary algorithm—A systematic review","authors":"Hendrawan Armanto , Harits Ar Rosyid , Muladi , Gunawan","doi":"10.1016/j.entcom.2024.100875","DOIUrl":"10.1016/j.entcom.2024.100875","url":null,"abstract":"<div><p>Games, once solely intended for entertainment, have emerged as a significant research focus in recent years, with the primary goal of enhancing the gaming experience. Research in the gaming domain has expanded to encompass a wide range of topics, spanning from game theory to artificial intelligence. Within the realm of artificial intelligence itself, Non-Player Characters (NPCs) play a crucial role in shaping the overall gaming experience. The quality of NPC behavior directly influences player satisfaction. Evolutionary algorithms stand out as a key algorithm for optimizing NPC behavior and interactions. This review paper extensively explores the intricate relationship between evolutionary algorithms and NPC behavior, proposing six categories (planning, user interaction, position modification, parameter modification, character state modification, and target assignment strategy), each delineating a distinct role for evolutionary algorithms. Ultimately, the paper draws three main conclusions: the pervasive use of evolutionary algorithms in gaming research, the diversity in game selection for research trials, and the varying strategies employed by researchers in selecting testing techniques. This comprehensive review aims to serve as a valuable reference for future research, particularly in the domain of evolutionary algorithms applied to NPC behavior.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100875"},"PeriodicalIF":2.8,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142006987","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-14DOI: 10.1016/j.entcom.2024.100874
K. Ashok , P. Anu , K.C. Rajheshwari , R.V.S. Lalitha , Ravi Kumar Tata , A. Kavitha
This research proposes a novel system for personalising humour delivery using interactive robots with AI, natural language processing, and human-robot interaction technologies. The robots can adapt the multimodal content of jokes tactically now and strategically over time based on recording and analyzing each user’s subjective emotional reactions. The study evaluated pragmatic aspects of timing and framing jokes by having the robots try different “comeback tactics” and observing audience response. An ANOVA analysis revealed six distinct response categories. 78 % of participants positively rated the personalized robot comedy across the six scenarios. However, when both robot comedians took a negative tone, only 23 % approved (p < 0.001). Interestingly, audiences validated the robot comedian’s performance (89 % approval) more than the human comedian (54 % approval), a statistically significant difference (p < 0.01). These findings shed light on ideal characteristics for effective human-robot comedy interactions, highlighting the importance of topicality, maintaining a generally positive mood, and the unique strengths of robot performers. The study paves the way for further optimization of personalized, adaptive robot humour systems leveraging multimodal AI capabilities to enhance entertainment experiences tailored to individuals.
{"title":"Interactive robots for personalised multimodal comedy experiments","authors":"K. Ashok , P. Anu , K.C. Rajheshwari , R.V.S. Lalitha , Ravi Kumar Tata , A. Kavitha","doi":"10.1016/j.entcom.2024.100874","DOIUrl":"10.1016/j.entcom.2024.100874","url":null,"abstract":"<div><p>This research proposes a novel system for personalising humour delivery using interactive robots with AI, natural language processing, and human-robot interaction technologies. The robots can adapt the multimodal content of jokes tactically now and strategically over time based on recording and analyzing each user’s subjective emotional reactions. The study evaluated pragmatic aspects of timing and framing jokes by having the robots try different “comeback tactics” and observing audience response. An ANOVA analysis revealed six distinct response categories. 78 % of participants positively rated the personalized robot comedy across the six scenarios. However, when both robot comedians took a negative tone, only 23 % approved (p < 0.001). Interestingly, audiences validated the robot comedian’s performance (89 % approval) more than the human comedian (54 % approval), a statistically significant difference (p < 0.01). These findings shed light on ideal characteristics for effective human-robot comedy interactions, highlighting the importance of topicality, maintaining a generally positive mood, and the unique strengths of robot performers. The study paves the way for further optimization of personalized, adaptive robot humour systems leveraging multimodal AI capabilities to enhance entertainment experiences tailored to individuals.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100874"},"PeriodicalIF":2.8,"publicationDate":"2024-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142011223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-14DOI: 10.1016/j.entcom.2024.100870
Terence Govender, Joan Arnedo-Moreno
Contextual analysis is an important skill for language acquisition. It involves deciphering complex linguistic relationships and patterns. This way, unknown vocabulary can be learned if presented within understandable contexts. Extensive reading is a common method for developing this skill but requires learner participation. This paper presents a game-based extensive reading framework designed to encourage participation through a co-created visual novel. The project’s key features are its feasibility and role as a language course supplement. The short-term goal is to increase participation, with the long-term aim of promoting habitual reading and fostering language curiosity. The study was conducted in two parts: first, educational experts (n = 5) tested the framework for acceptance and feasibility; second, it was implemented at a language school (n = 13). Results indicate high acceptance from educators and enjoyment from learners. Although there was no significant increase in test scores, students’ willingness to participate in homework activities improved significantly.
{"title":"Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners","authors":"Terence Govender, Joan Arnedo-Moreno","doi":"10.1016/j.entcom.2024.100870","DOIUrl":"10.1016/j.entcom.2024.100870","url":null,"abstract":"<div><p>Contextual analysis is an important skill for language acquisition. It involves deciphering complex linguistic relationships and patterns. This way, unknown vocabulary can be learned if presented within understandable contexts. Extensive reading is a common method for developing this skill but requires learner participation. This paper presents a game-based extensive reading framework designed to encourage participation through a co-created visual novel. The project’s key features are its feasibility and role as a language course supplement. The short-term goal is to increase participation, with the long-term aim of promoting habitual reading and fostering language curiosity. The study was conducted in two parts: first, educational experts (n = 5) tested the framework for acceptance and feasibility; second, it was implemented at a language school (n = 13). Results indicate high acceptance from educators and enjoyment from learners. Although there was no significant increase in test scores, students’ willingness to participate in homework activities improved significantly.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100870"},"PeriodicalIF":2.8,"publicationDate":"2024-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142006989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-08DOI: 10.1016/j.entcom.2024.100864
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues
This paper introduces a novel software tool developed to serve as an editor for the manual construction of decision trees, characterized by their generic nature, flexibility, and adaptability across a wide range of applications and game development scenarios. The editor enables straightforward definition and modification of decision tree elements and data, dynamically updating to meet changing needs and contexts. A key feature of this tool is its capability to export decision trees in a standardized interchange format, enhancing interoperability by allowing seamless integration with other computational platforms, including game engines. We demonstrate the utility and versatility of our editor with three distinct and comprehensive use cases, highlighting its potential as a significant contribution to interactive technology. The tool facilitates the development of decision trees, enhancing informed decision-making and strategic planning, and supports personalized learning to improve engagement and outcomes.
{"title":"An interchangeable editor to create generic and adaptable decision trees for versatile applications and game development scenarios","authors":"Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues","doi":"10.1016/j.entcom.2024.100864","DOIUrl":"10.1016/j.entcom.2024.100864","url":null,"abstract":"<div><p>This paper introduces a novel software tool developed to serve as an editor for the manual construction of decision trees, characterized by their generic nature, flexibility, and adaptability across a wide range of applications and game development scenarios. The editor enables straightforward definition and modification of decision tree elements and data, dynamically updating to meet changing needs and contexts. A key feature of this tool is its capability to export decision trees in a standardized interchange format, enhancing interoperability by allowing seamless integration with other computational platforms, including game engines. We demonstrate the utility and versatility of our editor with three distinct and comprehensive use cases, highlighting its potential as a significant contribution to interactive technology. The tool facilitates the development of decision trees, enhancing informed decision-making and strategic planning, and supports personalized learning to improve engagement and outcomes.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100864"},"PeriodicalIF":2.8,"publicationDate":"2024-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142021230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-08-08DOI: 10.1016/j.entcom.2024.100863
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues
This work introduces “Cancer: Now What?”, an innovative serious game designed for healthcare training with unlimited, comprehensive clinical scenarios. Focused on the diagnosis of breast cancer and other benign findings, the game is engineered to enhance the diagnostic skills of healthcare professionals by immersing them in a variety of diagnostic challenges related to clinical reasoning practice. It features AI-driven morphing to dynamically portray characters’ emotional responses, deepening player engagement and emotional connection. Despite some punctual challenges with visual artifacts in the morphing animations, the integration of real-life clinical reasoning with computational techniques highlights the game’s potential to advance clinical reasoning practice. This collaboration between game architects and medical experts highlights the substantial contributions of serious games to medical education, elevating them beyond mere entertainment to become essential educational tools.
{"title":"Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement","authors":"Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues","doi":"10.1016/j.entcom.2024.100863","DOIUrl":"10.1016/j.entcom.2024.100863","url":null,"abstract":"<div><p>This work introduces “Cancer: Now What?”, an innovative serious game designed for healthcare training with unlimited, comprehensive clinical scenarios. Focused on the diagnosis of breast cancer and other benign findings, the game is engineered to enhance the diagnostic skills of healthcare professionals by immersing them in a variety of diagnostic challenges related to clinical reasoning practice. It features AI-driven morphing to dynamically portray characters’ emotional responses, deepening player engagement and emotional connection. Despite some punctual challenges with visual artifacts in the morphing animations, the integration of real-life clinical reasoning with computational techniques highlights the game’s potential to advance clinical reasoning practice. This collaboration between game architects and medical experts highlights the substantial contributions of serious games to medical education, elevating them beyond mere entertainment to become essential educational tools.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100863"},"PeriodicalIF":2.8,"publicationDate":"2024-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142021233","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}