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Exploring music-based attachment to video games through affect expressions in written memories 通过书面记忆中的情感表达探索基于音乐的电子游戏依恋
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-28 DOI: 10.1016/j.entcom.2024.100883
Kai Tuuri , Oskari Koskela , Heli Tissari , Jukka Vahlo

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

本文通过个人珍视的游戏音乐记忆,对基于音乐的电子游戏依恋进行了探索性研究。研究重点是人们与游戏音乐和游戏技术的接触,拓展了以往关于游戏音乐在人们生活中的作用的研究。我们收集了 183 篇书面游戏音乐回忆,并对其内容和语言进行了分析。我们的重点是情感和情绪的表达,我们认为这将表明情感参与。然而,我们还通过调查情感和情绪的表达与故事中反映个人价值的其他方面的关联,探索了依恋的构成,特别关注了自传式回忆的因素、游戏音乐的概念化以及与回忆相关的游戏技术。这些调查采用了混合方法,结合了定性分析和统计分析。研究的一个主要发现是,特别是涉及自我意识或与游戏音乐体验相关的个人回忆,对故事中情感和情绪表达的使用有显著的预测作用。总之,这项研究勾勒出了一个框架,用于调查人们与技术的长期接触,因为技术与日常生活背景和自我认识的构成密切相关。
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引用次数: 0
Special issue on “Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world” 明日娱乐 "特刊:在具有生态意识的世界中维持人工智能和物联网" 特刊
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-23 DOI: 10.1016/j.entcom.2024.100881
K. Saravanan, P. Ashok
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引用次数: 0
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design 基于视觉技术和娱乐机器人的街道景观环境设计:计算机模拟游戏化景观设计
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 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.

近年来,随着社会经济的发展和科学技术的创新,基于视觉技术和娱乐机器人的街道景观环境设计受到广泛关注。本文旨在探讨如何利用计算机仿真和游戏化设计方法来增强街道景观的娱乐性和吸引力。本文深入研究了计算机视觉和V2X车联网的基本原理,并结合实际场景进行了一系列仿真实验和数据分析,验证了基于计算机视觉的V2X车联网模式在城市街道景观设计中的可行性和有效性。V2X 车联网模式通过与道路基础设施、其他车辆、行人等进行实时信息交换,可以获取大量与城市街道景观设计相关的数据。研究表明,这种设计方法可以提高人们对街道景观的兴趣和参与度,增加城市居民的娱乐体验和互动感。
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引用次数: 0
A scoping literature review on influencing factors in live-streaming spectatorship experience 关于直播观众体验影响因素的范围性文献综述
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 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.

直播是一种流行现象。它吸引了内容创作者和观众,新的直播平台不断出现,现有的社交平台也增加了直播功能。以游戏和人机交互为导向的相关文献大量增加。然而,这些研究具有高度的多样性和多学科性,而关于直播研究的综述却十分缺乏。在本文中,我们探讨了当前有关直播影响因素的研究,以确定该领域的现状并为未来研究提供参考。我们进行了一次范围界定审查,以绘制当前研究的主题和因素图,发现新兴或研究不足的主题,并分析多学科和多文化合作的现状。通过文献检索和基于引文的文献图谱的两次迭代,共收集到 348 篇同行评议条目。在对已确定和分类的主题进行分析的同时,还对本地引文网络、概念共现和国家间引文图谱进行了可视化。结果,确定并描述了直播的主要参与者、流派和问题、研究频率及其随时间变化的趋势。游戏和电子竞技在研究中占主导地位;电子商务、心理健康、利用流媒体进行协作和教学以及利用流媒体促进旅游业等话题最近也越来越受到关注。这些文献之间联系紧密;科学学科和研究小组之间似乎相互了解。对于未来的研究,我们建议探索非游戏类型和混合活动,并寻求跨学科合作。
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引用次数: 0
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process 基于游戏化的虚拟机器人在城市景观设计中的应用:设计过程中的互动和娱乐体验
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 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.

传统的设计过程缺乏趣味性和参与性,因此需要引入新的元素来增强设计的吸引力和创造性。本研究的目标是设计一种基于游戏化元素和虚拟机器人的城市景观设计方法,以增加设计过程中的互动性和娱乐体验,并探讨其对设计结果的影响。本文提出了一个基于游戏化元素和虚拟机器人的城市景观设计框架,其中包括设计过程中的多个阶段,每个阶段都引入了不同的游戏化任务和虚拟机器人的互动。设计师可以通过完成任务和与虚拟机器人互动,获得新的设计理念和灵感。研究评估了使用游戏化元素和虚拟机器人的设计方法对设计过程和设计结果的影响。结果表明,这种方法能有效提高设计过程的参与度和乐趣,同时还能促进设计成果的创新性和可持续性。基于游戏化元素和虚拟机器人的城市景观设计方法具有广阔的应用前景,能为城市景观设计带来更多的创意和乐趣。
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引用次数: 0
Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM 游戏化的功利和享乐价值及其对品牌参与度、忠诚度、信任度和 WoM 的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-16 DOI: 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.

本研究调查了游戏化的功利性和享乐主义衡量标准对消费者品牌参与度、忠诚度和 WoM 营销结果的影响。数据收集过程在印度进行,采用了在线和离线发放问卷的方式。共收到 231 份问卷,其中有 22 份因不一致(如对所有问题的回答都相同)而被剔除,最终有 209 份答卷可以接受。使用 SEMinR 对假设进行了 PLS-SEM 检验。结果表明,在改变顾客行为方面,享乐价值比功利价值更成功;研究结果表明,享乐价值存在于导致品牌忠诚度和口碑的组成部分中。研究强调了品牌参与度的中介效应,这意味着虽然品牌参与度是品牌忠诚度的必要因素,但它对实现口碑传播可能无足轻重。与品牌忠诚度相比,品牌参与对促进口碑传播的意义更大。
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引用次数: 0
Improved Non-Player Character (NPC) behavior using evolutionary algorithm—A systematic review 利用进化算法改进非玩家角色(NPC)行为--系统综述
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-16 DOI: 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.

游戏曾经仅仅是为了娱乐,但近年来已成为一个重要的研究重点,其主要目标是增强游戏体验。游戏领域的研究已扩展到包括从游戏理论到人工智能的广泛课题。在人工智能领域,非玩家角色(NPC)在塑造整体游戏体验方面发挥着至关重要的作用。NPC 行为的质量直接影响玩家的满意度。进化算法是优化 NPC 行为和互动的关键算法。这篇综述论文广泛探讨了进化算法与 NPC 行为之间错综复杂的关系,提出了六个类别(规划、用户交互、位置修改、参数修改、角色状态修改和目标分配策略),每个类别都为进化算法划分了不同的角色。最后,论文得出了三个主要结论:进化算法在游戏研究中的广泛应用、研究试验中游戏选择的多样性以及研究人员在选择测试技术时采用的不同策略。这篇全面的综述旨在为未来的研究,尤其是进化算法应用于 NPC 行为领域的研究,提供有价值的参考。
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引用次数: 0
Interactive robots for personalised multimodal comedy experiments 用于个性化多模态喜剧实验的交互式机器人
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-14 DOI: 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.

这项研究提出了一种利用人工智能、自然语言处理和人机交互技术的交互式机器人进行个性化幽默传播的新型系统。根据对每个用户主观情绪反应的记录和分析,机器人可以对笑话的多模态内容进行战术性调整,并随着时间的推移进行战略性调整。研究通过让机器人尝试不同的 "回击策略 "并观察观众的反应,评估了笑话的时机和框架的实用性。方差分析显示了六个不同的反应类别。在这六种情况下,78% 的参与者对个性化机器人喜剧给予了积极评价。然而,当两个机器人喜剧演员都采取负面语气时,只有 23% 的人表示赞同(p < 0.001)。有趣的是,受众对机器人喜剧演员表演的认可度(89%)高于人类喜剧演员(54%),差异具有统计学意义(p <0.01)。这些发现揭示了人类与机器人喜剧互动有效的理想特征,强调了话题性、保持总体积极情绪以及机器人表演者独特优势的重要性。这项研究为进一步优化利用多模态人工智能能力的个性化、自适应机器人幽默系统铺平了道路,以增强适合个人的娱乐体验。
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引用次数: 0
Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners 叙事炼金术:为成人语言学习者共同创建基于游戏的广泛阅读框架
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-14 DOI: 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.

语境分析是语言学习的一项重要技能。它涉及破译复杂的语言关系和模式。这样,未知词汇就可以在可理解的语境中被学习到。广泛阅读是培养这种技能的常用方法,但需要学习者的参与。本文介绍了一个基于游戏的广泛阅读框架,旨在通过共同创作的视觉小说鼓励学生参与。该项目的主要特点是其可行性和作为语言课程补充的作用。短期目标是提高参与度,长期目标是促进习惯性阅读和培养语言好奇心。研究分两部分进行:首先,教育专家(n = 5)测试了该框架的可接受性和可行性;其次,在一所语言学校(n = 13)实施了该框架。结果表明,教育工作者对该框架的接受度很高,学习者也很喜欢。虽然考试成绩没有明显提高,但学生参与家庭作业活动的意愿明显增强。
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引用次数: 0
An interchangeable editor to create generic and adaptable decision trees for versatile applications and game development scenarios 可互换的编辑器,用于创建通用的、可调整的决策树,适用于多种应用和游戏开发场景
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-08 DOI: 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.

本文介绍了一种新颖的软件工具,该工具可作为手动构建决策树的编辑器,其特点是通用性、灵活性和适应性强,适用于各种应用和游戏开发场景。该编辑器可直接定义和修改决策树元素和数据,并可动态更新,以满足不断变化的需求和环境。该工具的一个主要特点是能够以标准化交换格式导出决策树,通过与其他计算平台(包括游戏引擎)的无缝集成,增强了互操作性。我们通过三个不同的综合用例展示了编辑器的实用性和多功能性,突出了它作为互动技术重要贡献的潜力。该工具有助于开发决策树,从而加强知情决策和战略规划,并支持个性化学习,以提高参与度和成果。
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引用次数: 0
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Entertainment Computing
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