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Deep multimodal fusion for video game age rating classification 视频游戏年龄分级的深度多模态融合
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 Epub Date: 2025-06-18 DOI: 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.
电子游戏吸引了从儿童到成人的各个年龄段的人。因此,像娱乐软件分级委员会(ESRB)和泛欧游戏信息(PEGI)这样可靠的年龄分级系统对于保护年轻玩家免受不当内容的影响至关重要。这些组织根据电子游戏开发者提交的内容对游戏进行评级。本文提出了一个多模态深度学习框架,通过分析视频游戏封面图像和文本描述来预测年龄等级。使用包括ESRB和PEGI标签在内的公开信息构建了39,212个游戏的数据集。使用基于视觉或文本特征的单个模型和使用简单连接和深度典型相关分析(DCCA)将这些模式结合起来的融合模型来执行分类任务。实验结果表明,与单个模式和基于dca的方法相比,简单串联模型的ESRB预测精度达到0.678,PEGI预测精度达到0.584。研究结果强调,仅使用视觉信息是有局限性的,文本描述在确定游戏的合适年龄分级方面发挥着重要作用。这项研究表明,未来的研究可以从使用游戏视频和音频等附加内容中获益。
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引用次数: 0
Developing an advanced machine learning model for identifying virtual montages in digital media 开发先进的机器学习模型,用于识别数字媒体中的虚拟蒙太奇
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 Epub Date: 2025-07-22 DOI: 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.
随着数字媒体的快速发展,虚拟蒙太奇是将几种数字材料混合在一起,产生一种新的、视觉上吸引人的叙事方式的作品,它正变得越来越受欢迎。在数字时代,虚拟蒙太奇已经成为一种有效的技术,可以改善视觉叙事和跨平台的内容呈现。然而,数字内容的快速扩展使得有效识别和分类这些蒙太奇的先进方法成为必要。这项工作提出了一种新的虚拟蒙太奇识别方法,可以跨越广泛的视觉主题、内容类型和媒体分辨率,并利用Naïve贝叶斯(AFPO-MI-NB)模型的自适应授粉优化互信息。本研究的数据集包含来自虚拟蒙太奇检测数据集的各种内容,使模型能够有效地推广到来自现实世界的数据。为了提高模型处理各种图像和视频质量的能力,采用了数据增强和像素值归一化等预处理方法。卷积神经网络(CNN)用于特征提取,以捕获空间模式。该模型采用AFPO-MI-NB分类,提高了分类精度和计算效率。AFPO允许更具适应性的特征权重,MI评估视觉特征与分类任务之间的关系,NB分类器处理特征矩阵进行二值分类。混合方法通过全局和局部搜索加强特征选择,得到的模型提高了分类精度,提高了计算效率。实验数据表明,该模型为各种媒体格式的虚拟蒙太奇识别提供了可靠的解决方案,其f1得分为0.95,召回率为0.92,精度为0.97,优于现有技术。这项工作在自动数字媒体分析、版权执行和内容控制方面具有重要的应用。
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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 Epub Date: 2025-11-12 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
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 针对特殊学习障碍(SLD)儿童的基于计算机的认知康复(CBCR)项目的设计、开发和有效性分析——阅读障碍:基于设计的方法
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 Epub Date: 2025-06-06 DOI: 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.
阅读障碍是一种普遍存在的学习障碍,它会损害儿童的阅读能力和语言处理能力。认知缺陷,特别是语言处理和语音意识方面的缺陷,构成了重大挑战,因此有针对性的干预措施对于提高阅读技能和学业成绩至关重要。本研究旨在开发一种专门针对阅读障碍儿童的基于计算机的认知康复方案,旨在通过有针对性的练习和适应性训练来提高认知和学术技能。方法采用发展性研究方法,结合已有研究成果和阅读困难儿童的需求,构建本项目。该项目包括解决关键认知缺陷的实际游戏任务。通过与专业人士的半结构化访谈来评估有效性,使用定性和定量反馈。K-means聚类应用于基于执行功能、记忆和注意力等认知功能对任务进行分类,使任务与特定的认知目标保持一致。结果专家反馈导致改进,内容效度系数为0.74,简单性、清晰度和相关性指标分别为0.93、0.97和0.94。结论该项目通过适应性训练和聚类任务有效地解决了阅读障碍患者的认知缺陷。虽然专家评估很有希望,但需要进一步的研究来验证其在现实生活环境和不同人群中的有效性。
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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 Epub Date: 2025-11-01 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 Epub Date: 2025-11-01 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 Epub Date: 2025-10-09 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
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 Epub Date: 2025-09-26 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
Collaborative VR environment for supporting food culture learning 支持饮食文化学习的协同VR环境
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 Epub Date: 2025-06-24 DOI: 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.
近年来,文化学习要求设计体验和反思环境,而不仅仅是知识获取,以支持文化价值观的理解和内化。本研究构建了以饮食文化为核心的协同VR学习环境,使学习者能够在虚拟空间中主动解读和参与文化价值观的意义建构。该系统由基于三个主题的场景组成:食材、餐具和烹饪。它通过探索、观察和烹饪,为学习者提供与文化元素互动的体验。通过虚拟化身的语音和非语言手势,学习者分享他们的见解和情感,加深他们的学习。对比实验表明,协作学习条件下的被试在文化价值认知、知识获取、学习动机和文化意识方面显著优于个体学习条件下的被试。观察还揭示了共同注意的自然形成,通过手势,如指向和共同凝视,这促进了反思性意义的形成。基于这些发现,我们得出了四项设计建议:(1)通过体验和对话支持意义创造;(2)通过非语言互动支持协作;(3)设计增强内在动机的沉浸式体验;(4)创建鼓励反思的场景和任务。
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引用次数: 0
Is gaming stress or Relaxation? An HRV-Based Investigation of physiological responses in young adults 游戏是压力还是放松?基于心率变异的青壮年生理反应研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-01 Epub Date: 2025-06-20 DOI: 10.1016/j.entcom.2025.100981
André Alesi , Kristina Klier , Benedict Herhaus , Klara Brixius , Ingo Froböse , Katja Petrowski , Matthias Wagner
<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 ,&nbsp;Kristina Klier ,&nbsp;Benedict Herhaus ,&nbsp;Klara Brixius ,&nbsp;Ingo Froböse ,&nbsp;Katja Petrowski ,&nbsp;Matthias Wagner","doi":"10.1016/j.entcom.2025.100981","DOIUrl":"10.1016/j.entcom.2025.100981","url":null,"abstract":"&lt;div&gt;&lt;div&gt;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.&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;h3&gt;Objective&lt;/h3&gt;&lt;div&gt;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.&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;h3&gt;Methods&lt;/h3&gt;&lt;div&gt;The study was designed as a randomized within subject design with &lt;em&gt;N =&lt;/em&gt; 31 male players (age: &lt;em&gt;M =&lt;/em&gt; 23,00 ± 3,53 years, BMI: &lt;em&gt;M =&lt;/em&gt; 25,68 ± 3,34, time of experience: &lt;em&gt;M =&lt;/em&gt; 8,69 ± 4,74 years, and daily gaming time: &lt;em&gt;M =&lt;/em&gt; 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.&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;h3&gt;Results&lt;/h3&gt;&lt;div&gt;The results demonstrated that playing videogames had no effect on HR (&lt;em&gt;t&lt;/em&gt;(55) = 1.80, &lt;em&gt;p&lt;/em&gt; = 0.08) and vmHRV measured by HF-HRV (&lt;em&gt;t&lt;/em&gt;(55) = -1.57, &lt;em&gt;p&lt;/em&gt; = 0.12) and RMSSD (&lt;em&gt;t&lt;/em&gt;(55) = -1.48, &lt;em&gt;p&lt;/em&gt; = 0.15). In contrast, watching a nature film led to a lower HR (&lt;em&gt;t&lt;/em&gt;(561.6) = -7.29, &lt;em&gt;p&lt;/em&gt; = 0&lt;.001) and an increase vmHRV measured by HF-HRV (&lt;em&gt;t&lt;/em&gt;(561.4) = 4.02, &lt;em&gt;p&lt;/em&gt; = 0&lt;.001) and RMSSD (&lt;em&gt;t&lt;/em&gt;(561.4) = 4.97, &lt;em&gt;p&lt;/em&gt; = 0&lt;.001) compared to playing videogame.&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;h3&gt;Conclusions&lt;/h3&gt;&lt;div&gt;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}
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Entertainment Computing
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