Pub Date : 2025-09-01Epub Date: 2025-06-18DOI: 10.1016/j.entcom.2025.100980
Caner BALIM
Video games appeal to a wide range of ages, from children to adults. As a result, reliable age rating systems like the Entertainment Software Rating Board (ESRB) and Pan European Game Information (PEGI) are essential for guarding younger gamers from improper content. These organizations rate games based on content submitted by video game developers. This paper proposes a multimodal deep learning framework that predicts age ratings by analyzing both video game cover images and textual descriptions. A dataset of 39,212 games was constructed using publicly available information, including ESRB and PEGI labels. Both individual models based on visual or textual features and fusion models that combine these modalities using simple concatenation and Deep Canonical Correlation Analysis (DCCA) were employed to perform the classification task. Experimental results indicate that the simple concatenation model achieves the highest accuracy compared to the individual modalities and the DCCA-based approach, reaching 0.678 for ESRB prediction and 0.584 for PEGI prediction. The findings highlight that using only visual information has limitations, and that textual descriptions play an important role in determining the appropriate age rating for a game. This study shows that future research can benefit from using additional content like gameplay videos and audio.
{"title":"Deep multimodal fusion for video game age rating classification","authors":"Caner BALIM","doi":"10.1016/j.entcom.2025.100980","DOIUrl":"10.1016/j.entcom.2025.100980","url":null,"abstract":"<div><div>Video games appeal to a wide range of ages, from children to adults. As a result, reliable age rating systems like the Entertainment Software Rating Board (ESRB) and Pan European Game Information (PEGI) are essential for guarding younger gamers from improper content. These organizations rate games based on content submitted by video game developers. This paper proposes a multimodal deep learning framework that predicts age ratings by analyzing both video game cover images and textual descriptions. A dataset of 39,212 games was constructed using publicly available information, including ESRB and PEGI labels. Both individual models based on visual or textual features and fusion models that combine these modalities using simple concatenation and Deep Canonical Correlation Analysis (DCCA) were employed to perform the classification task. Experimental results indicate that the simple concatenation model achieves the highest accuracy compared to the individual modalities and the DCCA-based approach, reaching 0.678 for ESRB prediction and 0.584 for PEGI prediction. The findings highlight that using only visual information has limitations, and that textual descriptions play an important role in determining the appropriate age rating for a game. This study shows that future research can benefit from using additional content like gameplay videos and audio.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100980"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144330338","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 : 2025-09-01Epub Date: 2025-07-22DOI: 10.1016/j.entcom.2025.101002
Yuxuan Liu
Virtual montages are compositions that blend several digital materials to produce a new, visually appealing narrative and are becoming increasingly popular, as a result of the quick development of digital media. Virtual montages have emerged as a potent technique for improving visual storytelling and content presentation across platforms in the digital age. However, the quick expansion of digital content has made advanced methods for effectively recognizing and classifying these montages necessary. This work suggests a novel method for virtual montage identification across a broad range of visual themes, content types, and media resolutions, and resolutions utilizing an Adaptive Flower Pollination Optimized Mutual Information with Naïve Bayes (AFPO-MI-NB) model. The research’s dataset comprises a variety of content from virtual montage detection dataset which enables the model to generalize effectively to data from the real world. To improve the model’s capacity to handle various image and video qualities, pre-processing methods, including data augmentation and pixel value normalization are used. Convolutional neural networks (CNN) are used for feature extraction to capture spatial patterns. The model uses AFPO-MI-NB classification to enhance classification accuracy and computational efficiency. AFPO allows for more adaptable feature weights, MI evaluates the relationship between visual features and the classification task, and NB classifier processes feature matrices for binary classification. The hybrid approach strengthens feature selection through global and local searches, resulting in a model that enhances classification accuracy and improves computational efficiency. According to the experimental data, this model provides a reliable solution for virtual montage identification across a variety of media formats, outperforming current techniques in terms of F1-score of 0.95, recall of 0.92, and precision of 0.97. This work has significant applications in automated digital media analysis, copyright enforcement, and content control.
{"title":"Developing an advanced machine learning model for identifying virtual montages in digital media","authors":"Yuxuan Liu","doi":"10.1016/j.entcom.2025.101002","DOIUrl":"10.1016/j.entcom.2025.101002","url":null,"abstract":"<div><div>Virtual montages are compositions that blend several digital materials to produce a new, visually appealing narrative and are becoming increasingly popular, as a result of the quick development of digital media. Virtual montages have emerged as a potent technique for improving visual storytelling and content presentation across platforms in the digital age. However, the quick expansion of digital content has made advanced methods for effectively recognizing and classifying these montages necessary. This work suggests a novel method for virtual montage identification across a broad range of visual themes, content types, and media resolutions, and resolutions utilizing an Adaptive Flower Pollination Optimized Mutual Information with Naïve Bayes (AFPO-MI-NB) model. The research’s dataset comprises a variety of content from virtual montage detection dataset which enables the model to generalize effectively to data from the real world. To improve the model’s capacity to handle various image and video qualities, pre-processing methods, including data augmentation and pixel value normalization are used. Convolutional neural networks (CNN) are used for feature extraction to capture spatial patterns. The model uses AFPO-MI-NB classification to enhance classification accuracy and computational efficiency. AFPO allows for more adaptable feature weights, MI evaluates the relationship between visual features and the classification task, and NB classifier processes feature matrices for binary classification. The hybrid approach strengthens feature selection through global and local searches, resulting in a model that enhances classification accuracy and improves computational efficiency. According to the experimental data, this model provides a reliable solution for virtual montage identification across a variety of media formats, outperforming current techniques in terms of F1-score of 0.95, recall of 0.92, and precision of 0.97. This work has significant applications in automated digital media analysis, copyright enforcement, and content control.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101002"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144723154","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 : 2025-09-01Epub Date: 2025-11-12DOI: 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.
{"title":"Gamifying Museum Exploration: A Virtual Reality Approach to Enhancing Visitor Engagement","authors":"Saif Alatrash , Sylvester Arnab , Kaja Antlej","doi":"10.1016/j.entcom.2025.101055","DOIUrl":"10.1016/j.entcom.2025.101055","url":null,"abstract":"<div><div>Entertainment plays a pivotal role in capturing attention and encouraging self-involvement, enhancing the appeal of experiences through engaging practices like storytelling and game-based activities. This paper investigates the impact of gamification elements on user experience, with a focus on how users perceive interaction, immersion, and learning when these elements are integrated into virtual reality (VR) environments in museum settings. Two versions of a gamified VR experience were developed using the Unreal Engine (UE) 3D computer graphic game engine to ensure high fidelity and presence for end users through real-time simulation. The first version was tested at the Transport Museum in Coventry, UK, providing insights into the improvements to be made to better address the interaction, immersion, and learning aspects. The second refined version was deployed in Geelong and Melbourne, Australia. A quantitative approach was used to compare the two experiences using the mean and significance between items. The findings show a significant improvement in user experience in the second gamified experience in Australia. The enhanced gamified elements promoted motivation and intuitive navigation with minimal game inputs, improving user interaction and concentration while reducing external distractions. The results indicate a notable difference between the two experiences in terms of interaction and immersion, with the simplified inputs in the second experience significantly enhancing usability during VR navigation. Overall, the second experience was more effective than the first regarding mechanics, inputs, and guidance. These results underscore the importance of avoiding complexity and facilitating intuitive interaction when designing gamified experiences.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101055"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145519275","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-09-01Epub Date: 2025-06-06DOI: 10.1016/j.entcom.2025.100955
Faezeh Shabanali Fami , Ali Akbar Arjmandnia , Hadi Moradisabzevar
Introduction
Dyslexia is a prevalent learning disorder that impairs children’s reading abilities and language processing. Cognitive deficits, particularly in language processing and phonological awareness, pose significant challenges, making targeted interventions essential for improving reading skills and academic outcomes.
Objective
This study aimed to develop a computer-based cognitive rehabilitation program specifically tailored for children with dyslexia, designed to enhance cognitive and academic skills through targeted exercises and adaptive training.
Methods
A developmental approach was used to construct the program, incorporating insights from prior research and the needs of dyslexic children. The program included practical game tasks addressing key cognitive deficits. Validity was assessed through semi-structured interviews with professionals, using both qualitative and quantitative feedback. K-means clustering was applied to categorize tasks based on cognitive functions such as executive functions, memory, and attention, aligning tasks with specific cognitive goals.
Results
Expert feedback led to refinements, achieving a content validity coefficient of 0.74, with indices for simplicity, clarity, and relevance at 0.93, 0.97, and 0.94, respectively.
Conclusion
The program effectively addresses cognitive deficits in dyslexia through adaptive training and clustered tasks. While expert evaluations are promising, further research is needed to validate its effectiveness in real-life settings and for diverse populations.
{"title":"Design, development, and analysis of validity for a computer-based cognitive rehabilitation (CBCR) program for children with specific learning disorder (SLD) − Dyslexia: A design-based approach","authors":"Faezeh Shabanali Fami , Ali Akbar Arjmandnia , Hadi Moradisabzevar","doi":"10.1016/j.entcom.2025.100955","DOIUrl":"10.1016/j.entcom.2025.100955","url":null,"abstract":"<div><h3>Introduction</h3><div>Dyslexia is a prevalent learning disorder that impairs children’s reading abilities and language processing. Cognitive deficits, particularly in language processing and phonological awareness, pose significant challenges, making targeted interventions essential for improving reading skills and academic outcomes.</div></div><div><h3>Objective</h3><div>This study aimed to develop a computer-based cognitive rehabilitation program specifically tailored for children with dyslexia, designed to enhance cognitive and academic skills through targeted exercises and adaptive training.</div></div><div><h3>Methods</h3><div>A developmental approach was used to construct the program, incorporating insights from prior research and the needs of dyslexic children. The program included practical game tasks addressing key cognitive deficits. Validity was assessed through semi-structured interviews with professionals, using both qualitative and quantitative feedback. K-means clustering was applied to categorize tasks based on cognitive functions such as executive functions, memory, and attention, aligning tasks with specific cognitive goals.</div></div><div><h3>Results</h3><div>Expert feedback led to refinements, achieving a content validity coefficient of 0.74, with indices for simplicity, clarity, and relevance at 0.93, 0.97, and 0.94, respectively.</div></div><div><h3>Conclusion</h3><div>The program effectively addresses cognitive deficits in dyslexia through adaptive training and clustered tasks. While expert evaluations are promising, further research is needed to validate its effectiveness in real-life settings and for diverse populations.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100955"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144270920","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 : 2025-09-01Epub Date: 2025-11-01DOI: 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.
{"title":"Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study","authors":"Lijuan Cui , Yaming Wei","doi":"10.1016/j.entcom.2025.101050","DOIUrl":"10.1016/j.entcom.2025.101050","url":null,"abstract":"<div><div>This study explores how the cross-media creative trajectory of Robert Schumann’s piano suite <em>Papillons (Op. 2)</em> can be extended through an emotion-driven AI model. Drawing on <em>The Masked-Ball</em> chapter from Jean Paul’s novel <em>Flegeljahre</em>, we applied natural language processing techniques to extract four-dimensional emotion vectors (joy, sadness, anger, optimism) from selected literary segments. These vectors were paired with the first ten movements of <em>Papillon</em>s to train two Long Short-Term Memory (LSTM) network. We then used the emotional profile of the novel’s final, musically unrepresented passages as input to generate an eleventh piano movement that preserves stylistic coherence and structural consistency. The results validate the technical feasibility of a “text–emotion–music” transformation pathway and demonstrate the potential of AI in simulating cross-media creativity. As a pilot study, this work provides preliminary evidence for emotion-guided music generation and offers a conceptual and methodological foundation for future multimodal generative models and human–AI co-creative systems.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101050"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145465460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-09-01Epub Date: 2025-11-01DOI: 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.
{"title":"Reactions to video games that evoke a feeling of liminality","authors":"Tibor Guzsvinecz","doi":"10.1016/j.entcom.2025.101048","DOIUrl":"10.1016/j.entcom.2025.101048","url":null,"abstract":"<div><div>The concept of liminal spaces has gained increasing attention in recent years, both in digital culture and academic discourse. Video games have also embraced this concept, with some developers creating immersive digital environments that evoke feelings of liminality. This study explores player experiences and emotions associated with “games of liminality” as it focuses on video games that place players in transitional, ambiguous spaces. Using text mining and sentiment analysis techniques, 66,858 reviews from the Steam platform were analyzed to identify emotional responses and recurring themes. The study identified anticipation, trust, and joy as the most frequently evoked emotions, while fear and surprise were also common, mainly in games incorporating horror elements. The analysis revealed significant differences between positive and negative reviews, with negative reviews tending to be more detailed and critical. Additionally, the Backrooms phenomenon was shown to influence player perceptions and contribute to the growing cultural fascination with liminal spaces. The results provide a deeper understanding of how players engage emotionally with liminal space games that can be used by developers to enhance game design to optimize immersive experiences and support further research into the psychological impact of digital environments on players.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101048"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145465461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-09-01Epub Date: 2025-10-09DOI: 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.
{"title":"Exploring the technological experience and impact assessment of Augmented Reality in outdoor cultural heritage guided tours: A case study of the Chiayi Sawmill","authors":"Yi-Chun Li , Wen-Huei Chou , Yen-Liang Wu","doi":"10.1016/j.entcom.2025.101034","DOIUrl":"10.1016/j.entcom.2025.101034","url":null,"abstract":"<div><div>This study explores the application of Augmented Reality (AR) in enhancing navigation and visitor engagement at the Chiayi Sawmill in Taiwan. Using the Extended Technology Acceptance Model (ETAM), which integrates TAM2 and UTAUT, the study assesses user acceptance and factors influencing AR navigation adoption in outdoor cultural heritage sites. Data were collected from 80 visitors using AR-guided tours. Results indicate that perceived playfulness strongly affects behavioral intention, while perceived usefulness influences user attitudes, showing that visitors value both the informative content and the interactive experience. A positive user experience was found to enhance perceived ease of use, which in turn promotes acceptance of the AR system. However, the study also reveals that enjoyment of the AR content is more dependent on the system’s design than on the user’s prior experience. The findings validate the ETAM in outdoor heritage navigation, offering practical insights for AR application in cultural heritage, emphasizing the importance of optimizing user experience, system design, and playfulness to increase visitor satisfaction and engagement. This study contributes to extending AR research from indoor settings to outdoor cultural sites and provides a reference for future AR navigation design in cultural heritage settings.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101034"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145320067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-09-01Epub Date: 2025-09-26DOI: 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.
{"title":"Gaming disorder and its association with depression, social anxiety, and risk perception during the COVID-19 pandemic: A study using a Gaussian graphical model and moderated network models","authors":"Li Li , Zhimin Niu , Xi Gong , Zhiyu Pi , Songli Mei , Mark D. Griffiths","doi":"10.1016/j.entcom.2025.101024","DOIUrl":"10.1016/j.entcom.2025.101024","url":null,"abstract":"<div><div>During the COVID-19 pandemic, many scholars in the field of behavioral addiction examined the risk of gaming disorder (GD). The association between GD, depression, social anxiety, and risk perception toward COVID-19 among Chinese university students has remained largely uninvestigated, especially using network analysis. Therefore, the present study (N = 1794) examined the relationship between these variables during the pandemic using Gaussian graphical model (GGM) and Moderated Network Model (MNM) approaches. In the GGM and MNM, GD had a significant interaction with depression. Individual risk perception and public risk perception had stronger connections in the network, as did depression and social anxiety. In addition, ‘fatigue’ was identified as the core symptom of depression. Neither moderation effects (i.e., three-way interaction between GD, depression, social anxiety, and risk perception) nor gender differences in network comparisons were found. These results suggest that relieving negative emotional states may have helped prevent GD during the COVID-19 pandemic, while the influence of risk perception on GD and negative emotions needs to be further examined.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101024"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145219293","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2025-09-01Epub Date: 2025-06-24DOI: 10.1016/j.entcom.2025.100979
Boning Li, Lehao Zhou, Junichi Hoshino
In recent years, cultural learning has required the design of experiential and reflective environments that go beyond mere knowledge acquisition to support the understanding and internalization of cultural values. This study constructed a collaborative VR learning environment focused on food culture, enabling learners to actively interpret and engage in the meaning-making of cultural values in a virtual space. The system consists of scenarios based on three themes: ingredients, tableware, and cuisine. It offers experiences that engage learners with cultural elements through exploration, observation, and cooking. Through voice and non-verbal gestures via avatars, learners shared their insights and emotions, deepening their learning. A comparative experiment showed that participants in the collaborative learning condition significantly outperformed those in the individual learning condition in terms of recognition of cultural values, knowledge acquisition, learning motivation, and cultural awareness. Observations also revealed the natural formation of joint attention through gestures such as pointing and shared gaze, which facilitated reflective meaning-making. Based on these findings, four design recommendations were derived: (1) supporting meaning-making through experience and dialogue, (2) supporting collaboration through non-verbal interaction, (3) designing immersive experiences that enhance intrinsic motivation, and (4) creating scenarios and tasks that encourage reflection.
{"title":"Collaborative VR environment for supporting food culture learning","authors":"Boning Li, Lehao Zhou, Junichi Hoshino","doi":"10.1016/j.entcom.2025.100979","DOIUrl":"10.1016/j.entcom.2025.100979","url":null,"abstract":"<div><div>In recent years, cultural learning has required the design of experiential and reflective environments that go beyond mere knowledge acquisition to support the understanding and internalization of cultural values. This study constructed a collaborative VR learning environment focused on food culture, enabling learners to actively interpret and engage in the meaning-making of cultural values in a virtual space. The system consists of scenarios based on three themes: ingredients, tableware, and cuisine. It offers experiences that engage learners with cultural elements through exploration, observation, and cooking. Through voice and non-verbal gestures via avatars, learners shared their insights and emotions, deepening their learning. A comparative experiment showed that participants in the collaborative learning condition significantly outperformed those in the individual learning condition in terms of recognition of cultural values, knowledge acquisition, learning motivation, and cultural awareness. Observations also revealed the natural formation of joint attention through gestures such as pointing and shared gaze, which facilitated reflective meaning-making. Based on these findings, four design recommendations were derived: (1) supporting meaning-making through experience and dialogue, (2) supporting collaboration through non-verbal interaction, (3) designing immersive experiences that enhance intrinsic motivation, and (4) creating scenarios and tasks that encourage reflection.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100979"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144518522","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}
<div><div>This study investigates the impact of video gaming activities versus watching a nature film on heart rate (HR) and vagally-mediated heart rate variability (vmHRV) in healthy young men. Employing a randomized within-subject design, 31 male participants (average age: 23 years; BMI: 25.68; gaming experience: 8.69 years; daily gaming time: 1.96 h) were assigned to either start with playing video games for 120 min on two consecutive days, followed by watching a nature film for the same duration in the following week, or the reverse order. HR and vmHRV were measured via ECG before and after each activity. Results showed that Video gaming activities had no significant effect on HR and vmHRV. It is indicated that video gaming does not appear to have notable physiological impacts on the autonomic nervous system. Conversely, watching a nature film significantly reduced HR and increased vmHRV compared to playing video games. These findings suggest that watching nature films exerts a calming effect and enhances parasympathetic activity, potentially offering health benefits through stress reduction and relaxation. This study contributes important insights into the physiological effects of digital media and underscores the need for further research in this area.</div></div><div><h3>Objective</h3><div>Playing video games is associated with increased autonomic sympathetic nervous system activity, which may lead to a reduction in vagally-mediated HRV (vmHRV) and Heart Rate (HR). Hence the aim of this study was to investigate the effect of the vmHRV and HR in healthy young adults between playing a computer game and watching a nature film.</div></div><div><h3>Methods</h3><div>The study was designed as a randomized within subject design with <em>N =</em> 31 male players (age: <em>M =</em> 23,00 ± 3,53 years, BMI: <em>M =</em> 25,68 ± 3,34, time of experience: <em>M =</em> 8,69 ± 4,74 years, and daily gaming time: <em>M =</em> 1,96 ± 1,32 h). Group A started in week 1 with two consecutive days of 120 min gaming and in week 2 with two consecutive days of 120 min watching a film. Group B started in the opposite order. HR and HRV were measured with ECG before and after the intervention.</div></div><div><h3>Results</h3><div>The results demonstrated that playing videogames had no effect on HR (<em>t</em>(55) = 1.80, <em>p</em> = 0.08) and vmHRV measured by HF-HRV (<em>t</em>(55) = -1.57, <em>p</em> = 0.12) and RMSSD (<em>t</em>(55) = -1.48, <em>p</em> = 0.15). In contrast, watching a nature film led to a lower HR (<em>t</em>(561.6) = -7.29, <em>p</em> = 0<.001) and an increase vmHRV measured by HF-HRV (<em>t</em>(561.4) = 4.02, <em>p</em> = 0<.001) and RMSSD (<em>t</em>(561.4) = 4.97, <em>p</em> = 0<.001) compared to playing videogame.</div></div><div><h3>Conclusions</h3><div>These findings indicate that, among this group of male participants, playing video games did not seem to affect the autonomic nervous system in a manner that notably modified heart
本研究调查了视频游戏活动与观看自然电影对健康年轻男性心率(HR)和迷走神经介导的心率变异性(vmHRV)的影响。采用随机受试者内设计,31名男性受试者(平均年龄:23岁;体重指数:25.68;游戏经验:8.69年;每天的游戏时间(1.96小时)被分配到连续两天玩120分钟的视频游戏,然后在接下来的一周看同样时间的自然电影,或者相反的顺序。在每次活动前后通过ECG测量HR和vmHRV。结果显示,电子游戏活动对HR和vmHRV无显著影响。这表明电子游戏似乎对自主神经系统没有显著的生理影响。相反,与玩电子游戏相比,观看自然电影可以显著降低HR,增加vmHRV。这些发现表明,观看自然电影有镇静作用,增强副交感神经活动,可能通过减轻压力和放松对健康有益。这项研究为数字媒体的生理效应提供了重要的见解,并强调了在这一领域进一步研究的必要性。玩电子游戏与自主交感神经系统活动增加有关,这可能导致迷走神经介导的HRV (vmHRV)和心率(HR)的降低。因此,本研究的目的是调查在玩电脑游戏和看自然电影之间,健康年轻人的vmHRV和HR的影响。方法本研究采用随机受试者设计,共有31名男性游戏玩家(年龄:M = 23,00±3,53岁,BMI: M = 25,68±3,34,经验时间:M = 8,69±4,74岁,每日游戏时间:M = 1,96±1,32小时)。A组在第一周开始连续两天玩120分钟的游戏,在第二周连续两天看120分钟的电影。B组以相反的顺序开始。干预前后分别用心电图测量HR、HRV。结果玩电子游戏对HR (t(55) = 1.80, p = 0.08)和vmHRV (t(55) = -1.57, p = 0.12)和RMSSD (t(55) = -1.48, p = 0.15)没有影响。相比之下,观看自然电影会导致较低的HR (t(561.6) = -7.29, p = 0<.001)和更高的vmHRV (t(561.4) = 4.02, p = 0<.001)和RMSSD (t(561.4) = 4.97, p = 0<.001)。这些发现表明,在这组男性参与者中,玩电子游戏似乎并没有以明显改变心率或迷走神经张力的方式影响自主神经系统。相反,观看自然纪录片会唤起一种平静感,增加副交感神经活动,这可能会促进整体健康。
{"title":"Is gaming stress or Relaxation? An HRV-Based Investigation of physiological responses in young adults","authors":"André Alesi , Kristina Klier , Benedict Herhaus , Klara Brixius , Ingo Froböse , Katja Petrowski , Matthias Wagner","doi":"10.1016/j.entcom.2025.100981","DOIUrl":"10.1016/j.entcom.2025.100981","url":null,"abstract":"<div><div>This study investigates the impact of video gaming activities versus watching a nature film on heart rate (HR) and vagally-mediated heart rate variability (vmHRV) in healthy young men. Employing a randomized within-subject design, 31 male participants (average age: 23 years; BMI: 25.68; gaming experience: 8.69 years; daily gaming time: 1.96 h) were assigned to either start with playing video games for 120 min on two consecutive days, followed by watching a nature film for the same duration in the following week, or the reverse order. HR and vmHRV were measured via ECG before and after each activity. Results showed that Video gaming activities had no significant effect on HR and vmHRV. It is indicated that video gaming does not appear to have notable physiological impacts on the autonomic nervous system. Conversely, watching a nature film significantly reduced HR and increased vmHRV compared to playing video games. These findings suggest that watching nature films exerts a calming effect and enhances parasympathetic activity, potentially offering health benefits through stress reduction and relaxation. This study contributes important insights into the physiological effects of digital media and underscores the need for further research in this area.</div></div><div><h3>Objective</h3><div>Playing video games is associated with increased autonomic sympathetic nervous system activity, which may lead to a reduction in vagally-mediated HRV (vmHRV) and Heart Rate (HR). Hence the aim of this study was to investigate the effect of the vmHRV and HR in healthy young adults between playing a computer game and watching a nature film.</div></div><div><h3>Methods</h3><div>The study was designed as a randomized within subject design with <em>N =</em> 31 male players (age: <em>M =</em> 23,00 ± 3,53 years, BMI: <em>M =</em> 25,68 ± 3,34, time of experience: <em>M =</em> 8,69 ± 4,74 years, and daily gaming time: <em>M =</em> 1,96 ± 1,32 h). Group A started in week 1 with two consecutive days of 120 min gaming and in week 2 with two consecutive days of 120 min watching a film. Group B started in the opposite order. HR and HRV were measured with ECG before and after the intervention.</div></div><div><h3>Results</h3><div>The results demonstrated that playing videogames had no effect on HR (<em>t</em>(55) = 1.80, <em>p</em> = 0.08) and vmHRV measured by HF-HRV (<em>t</em>(55) = -1.57, <em>p</em> = 0.12) and RMSSD (<em>t</em>(55) = -1.48, <em>p</em> = 0.15). In contrast, watching a nature film led to a lower HR (<em>t</em>(561.6) = -7.29, <em>p</em> = 0<.001) and an increase vmHRV measured by HF-HRV (<em>t</em>(561.4) = 4.02, <em>p</em> = 0<.001) and RMSSD (<em>t</em>(561.4) = 4.97, <em>p</em> = 0<.001) compared to playing videogame.</div></div><div><h3>Conclusions</h3><div>These findings indicate that, among this group of male participants, playing video games did not seem to affect the autonomic nervous system in a manner that notably modified heart","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100981"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144365095","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}