{"title":"Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment","authors":"Hua Pang , Jingyuan Zhao","doi":"10.1016/j.entcom.2025.101030","DOIUrl":"10.1016/j.entcom.2025.101030","url":null,"abstract":"<div><div>Existing studies have documented the detrimental consequences associated with the compulsive and excessive utilization of short video app, yet the exact causes of these problematic usage patterns remain unclear. Addressing this gap, this study employs the Stimulus-Organism-Response (SOR) paradigm to investigate how entertainment, information, and sociality gratifications influence immersive experience and emotional attachment, and how these psychological states in turn drive compulsive usage behaviors among young users. Employing a questionnaire survey method to collect data, the research uses a sample of 896 short video app users and employs structural equation modeling to validate a conceptual framework. The findings reveal that entertainment gratification and information gratification exert a significant influence on users’ immersive experience and emotional attachment. Furthermore, this study discovers that immersive experience and emotional attachment serve as two mediators in shaping the influence of users’ gratifications sought on compulsive app utilization. By identifying the factors driving compulsive use among younger generation, this research provides insights for app developers and organizations within the short video app industry, as well as for public health authorities and educational institutions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101030"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145265877","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}
Christopher J. Ferguson, Cassandra Bradley, Breanna Karon, Ashleigh Korn, Jenna Kotschessa, Deandra Lazos, Shardae Madison, Jessie Quince, Cassie Rice, Noureen Saeed, Chloe Washington
{"title":"The only good orc is a dead orc: does playing good or evil monster races influence ethnocentrism in real life? A brief report","authors":"Christopher J. Ferguson, Cassandra Bradley, Breanna Karon, Ashleigh Korn, Jenna Kotschessa, Deandra Lazos, Shardae Madison, Jessie Quince, Cassie Rice, Noureen Saeed, Chloe Washington","doi":"10.1016/j.entcom.2025.101023","DOIUrl":"10.1016/j.entcom.2025.101023","url":null,"abstract":"<div><div>Does killing orcs in fantasy games make people feel racist toward other people in real life? Recent controversies within role-playing games have focused on whether playing with inherently evil monster races increases ethnocentrism in real life. This has led some game makers to change the content of their games away from themes of good humans, elves, and dwarves fighting evil monster races, to themes of moral ambiguity where any race can be good or evil. This has also resulted in pushbacks from some players who claim these efforts cater to politically left narratives on race and identity that are themselves harmful. For the current study, the belief that fighting against evil orcs contributes to racist attitudes was tested with a sample of 102 young adults. Participants were randomized to play a video game with either inherently evil orcs, or those that were morally neutral. Participants were then tested with regard to ethnocentrism. No evidence emerged that playing in a game with evil orcs increased ethnocentrism. This evidence finds that causal concerns about role-playing games with evil monsters may be misplaced.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101023"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145120832","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}
Li Li , Zhimin Niu , Xi Gong , Zhiyu Pi , Songli Mei , Mark D. Griffiths
{"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}
{"title":"Prediction of physical fitness and performance of Wushus athletes based on machine learning and fuzzy TOPSIS method","authors":"Guiquan Huo , Xiao Liu , Tingting Chen","doi":"10.1016/j.entcom.2025.101017","DOIUrl":"10.1016/j.entcom.2025.101017","url":null,"abstract":"<div><div>Predicting the fitness of athletes is important for improving their performance over time. Training sessions and past performance records are the common features used to guide athletes’ gradual improvement. This study integrates conventional deep learning and partial fuzzy TOPSIS to assess athletes’ physical fitness and performance. First, the learning process identifies the precise demands needed for ongoing improvement through optimized training. The model regularly checks whether the training inputs meet the evolving needs of different sessions. These identified inputs are further validated using the fuzzy TOPSIS method to determine a clear pathway for sustained, reliable performance gains. The prioritized results produced over multiple iterations are useful in identifying highly effective fitness programs that support steady improvement. The proposed method is evaluated using the Wushu training requirements dataset to identify specific training needs and performance outcomes based on multiple practice sessions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101017"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145094858","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}
Yanze Liu , Tian-Hui You , Junrong Zou , Yuan Yuan , Bing-Bing Cao
{"title":"Personalized ranking for video games based on online reviews: An S-Kano-TOPSIS method integrating requirement categories and public opinion","authors":"Yanze Liu , Tian-Hui You , Junrong Zou , Yuan Yuan , Bing-Bing Cao","doi":"10.1016/j.entcom.2025.101029","DOIUrl":"10.1016/j.entcom.2025.101029","url":null,"abstract":"<div><div>The rapid expansion of the video game market intensifies customers’ difficulty in selecting preference-aligned games. Although online reviews offer valuable insights, effectively leveraging this information remains challenging. To address this, we propose S-Kano-TOPSIS, a personalized ranking method for video games that integrates requirement categories and public opinion. First, BERTopic is used to extract customer requirements (CRs), and their performance is evaluated via sentiment analysis using a BW-CNN model. Then, SHAP is applied to quantify the influence of each CR on customer satisfaction. The Kano model is employed to adjust CR importance based on their influence patterns. Furthermore, to reflect real-world decision-making, we incorporate preference similarity by analyzing reviews of games similar to those the customer has played. Finally, TOPSIS is used to generate rankings tailored to individual needs. Experiments on 72,000 reviews from eight video games demonstrate that the proposed method surpasses baseline approaches across multiple evaluation metrics. These results suggest that S-Kano-TOPSIS offers a structured and quantifiable approach to personalized video game ranking.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101029"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145265941","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}
{"title":"Explainable e-sports win prediction through Machine Learning classification in streaming","authors":"Silvia García-Méndez, Francisco de Arriba-Pérez","doi":"10.1016/j.entcom.2025.101027","DOIUrl":"10.1016/j.entcom.2025.101027","url":null,"abstract":"<div><div>The increasing number of spectators and players in e-sports, along with the development of optimized communication solutions and cloud computing technology, has motivated the constant growth of the online game industry. Even though Artificial Intelligence-based solutions for e-sports analytics are traditionally defined as extracting meaningful patterns from related data and visualizing them to enhance decision-making, most of the effort in professional winning prediction has been focused on the classification aspect from a batch perspective, also leaving aside the visualization techniques. Consequently, this work contributes to an explainable win prediction classification solution in streaming in which input data is controlled over several sliding windows to reflect relevant game changes. Experimental results attained an accuracy higher than 90%, surpassing the performance of competing solutions in the literature. Ultimately, our system can be leveraged by ranking and recommender systems for informed decision-making, thanks to the explainability module, which fosters trust in the outcome predictions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101027"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145265875","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}
{"title":"The expression method of Chinese creative elements in animation films based on artificial intelligence technology","authors":"Fengtian Shao","doi":"10.1016/j.entcom.2025.101015","DOIUrl":"10.1016/j.entcom.2025.101015","url":null,"abstract":"<div><div>This study explores the application of artificial intelligence to enhance the representation and evaluation of Chinese cultural elements in animated films, emphasizing both cultural significance and market potential while redefining intellectual property (IP) value in the industry. A major challenge addressed is the accurate assessment of cultural content, as traditional Back Propagation Neural Networks (BPNNs) often suffer from slow convergence and local minima issues. To overcome these limitations, the research proposes an improved GA-BP model, combining BPNN’s localized optimization with the global search capabilities of Genetic Algorithms (GA). The paper reviews cultural development theories and examines the status of Chinese and international animation IPs. Experimental results show that the GA-BP model achieves higher accuracy and stability than standard BPNNs, closely matching expert evaluations. This validates its effectiveness in supporting intelligent cultural evaluation and creative design in animation. By applying AI techniques to cultural evaluation, the research applies artificial intelligence methods to evaluate and support the structured integration of cultural elements into animated film design, laying a methodological groundwork for innovation in Chinese animated films. It supports cultural sustainability and strengthens national cultural identity through digital storytelling, contributing to both academic inquiry and industry practice.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101015"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144922365","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}
Patrícia Alves , João Trindade , Gonçalo Monteiro , Pedro Campos , Pedro Saraiva , Goreti Marreiros , Paulo Novais
{"title":"“You Want to Play a Game?” Detecting Two Personality Traits with Short-Duration Mobile Games","authors":"Patrícia Alves , João Trindade , Gonçalo Monteiro , Pedro Campos , Pedro Saraiva , Goreti Marreiros , Paulo Novais","doi":"10.1016/j.entcom.2025.101020","DOIUrl":"10.1016/j.entcom.2025.101020","url":null,"abstract":"<div><div>Accurately determining someone’s personality is complex and often requires lengthy questionnaires, which are subject to social desirability bias, or a great amount of users’ interactions with the system. Also, most existing research focuses on broader personality dimensions rather than more granular personality traits, which better characterize a person.</div><div>In this work, we propose to implicitly acquire the users’ granular personality traits using mobile short-duration serious games, in < 5 min and in a single play interaction, namely cautiousness and achievement-striving as concept proof, to replace personality questionnaires.</div><div>Two platform mobile games were developed, one for each trait, Which Way and Time Travel, respectively. Then, an experiment with real participants (n = 100) was conducted. Time Travel proved to be capable of detecting achievers (get all coins, diamonds, and better scores), while Which Way couldn’t effectively measure cautiousness, although following hard paths could be related to less cautious persons. As expected, significant correlations with other personality traits were also found (15 out of 30), such as anger, modesty, excitement seeking, and adventurousness. Contrary to other types of (serious) games, the results show short-duration mobile minigames are a viable way of unobtrusively determining the users’ granular personality, being the path to replacing personality questionnaires.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101020"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145157426","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}
{"title":"Hateful tweet detection using a BiLSTM-BiGRU: An ensemble perspective","authors":"Imandi Tejaswini , Venkata Gayathri Ganivada , Appala Srinuvasu Muttipati","doi":"10.1016/j.entcom.2025.101019","DOIUrl":"10.1016/j.entcom.2025.101019","url":null,"abstract":"<div><div>Social media hate speech is an emerging issue, and there is a need to create automatic systems to identify and mitigate its effects. The rapid expansion of social media platforms, especially Twitter, has facilitated the dissemination of hate speech, presenting a major challenge for online communities. Such speech can have severe social and psychological consequences, including inciting violence, promoting extremism, and affecting mental health. Thus, it is essential to manage hateful content on Twitter. This paper presents an ensemble deep learning model that combines BiLSTM and BiGRU to enhance prediction accuracy and robustness. The model achieved 98.56% accuracy rate and demonstrated better generalization than existing methods, proving its effectiveness in identifying hate speech with fewer false positives. This paper offers a powerful tool for detecting and preventing harmful online behavior, contributing to a safer and more inclusive digital space.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101019"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145120833","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}
{"title":"Benchmarking reinforcement learning algorithms in first-person shooter games using VizDoom","authors":"Adil Khan , Aamir Aqeel","doi":"10.1016/j.entcom.2025.101031","DOIUrl":"10.1016/j.entcom.2025.101031","url":null,"abstract":"<div><div>Computer games are considered one of the best test beds for evaluating artificial intelligence algorithms, as it is a well-known practice before applying the algorithms in the real world, such as the robotics industry. A machine learning technique, known as reinforcement learning, utilizes positive and negative rewards to guide an artificial intelligence agent as it learns new tactics and strategies. This study compares four reinforcement learning algorithms: Dueling Double Deep Q-Network (Dueling DDQN), Advantage Actor-Critic (A2C), LSTM-Based Advantage Actor-Critic (A2C LSTM), and REINFORCE. The game artificial intelligence (Game AI) based platform VizDoom evaluates and compares these reinforcement learning algorithms. VizDoom is based on the first-person shooter (FPS) video game Doom, which has had a significant influence on artificial intelligence. The results are compared, and, in most cases, Dueling DDQN outperformed all other algorithms in all chosen scenarios. However, in contrast, the A2C performed well for the kills metric in the defending the center scenario only. Finally, the proposed work’s analysis, implications, and limitations are presented, along with the potential future directions for research.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101031"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145265939","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}