Entertainment ComputingPub Date : 2025-09-01Epub Date: 2025-08-21DOI: 10.1016/j.entcom.2025.101014
Seung Woo Chae , Mark Alberta , Sung Hyun Lee
{"title":"Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers","authors":"Seung Woo Chae , Mark Alberta , Sung Hyun Lee","doi":"10.1016/j.entcom.2025.101014","DOIUrl":"10.1016/j.entcom.2025.101014","url":null,"abstract":"<div><div>This study explores how synchronicity is associated with users’ social interaction and positive emotion when watching gaming content on video-based social media platforms. YouTube and Twitch were selected as comparable venues wherein asynchronous and synchronous communication can be observed, respectively. To control the effect of video content, we found a gaming video on YouTube, the content of which had originally been streamed on Twitch. From the identical videos on the two platforms, the asynchronous comments on YouTube and the synchronous chat messages on Twitch were collected. We analyzed the two datasets using the text analysis program LIWC. The results showed that users are more likely to use social words in the asynchronous setting than in the synchronous setting. Meanwhile, positive emotion was more frequently observed in Twitch’s synchronous texts compared to YouTube’s asynchronous texts. These findings suggest the possibility that Twitch users are more like eSports spectators than chatters.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101014"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144888792","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}
Entertainment ComputingPub Date : 2025-09-01Epub Date: 2025-07-14DOI: 10.1016/j.entcom.2025.100988
Hikaru Ikuta , Yudai Tsujino , Ryosuke Yamanishi
{"title":"A game-theoretic analysis of traditional song selection rules in rhythm game tournaments","authors":"Hikaru Ikuta , Yudai Tsujino , Ryosuke Yamanishi","doi":"10.1016/j.entcom.2025.100988","DOIUrl":"10.1016/j.entcom.2025.100988","url":null,"abstract":"<div><div>In competitive rhythm gaming, the selection of songs (or “charts”) to be played is a crucial factor that can significantly influence the outcome of the match. Building on this importance, rhythm game tournaments often incorporate strategic elements into the song selection process. Instead of predefined selections, match songs are determined through player interactions in a mini-game, enhancing the tournament’s entertainment value. This selection process must balance various factors, including fairness and entertainment value, making its rule design essential for improving the overall tournament experience. Reflecting these diverse requirements, a variety of selection methods are actively used in both fan-driven and official tournaments. In this paper, we mathematically analyze the fairness of these selection processes using game theory, for the purpose of providing insights into the design of rhythm game tournament rules. Focusing on three song selection methods confirmed to be used in real tournaments, we conduct a comparative analysis with an emphasis on fairness and entertainment value.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100988"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144672562","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}
Entertainment ComputingPub Date : 2025-09-01Epub Date: 2025-06-23DOI: 10.1016/j.entcom.2025.100983
Feizhou Quan , Tianya Xu , Luning Zang , Yanlai Li , Dianfeng Zhang
{"title":"Research on improving the competitiveness of live music venues based on hybrid probabilistic information and cumulative prospect theory","authors":"Feizhou Quan , Tianya Xu , Luning Zang , Yanlai Li , Dianfeng Zhang","doi":"10.1016/j.entcom.2025.100983","DOIUrl":"10.1016/j.entcom.2025.100983","url":null,"abstract":"<div><div>Enhancing the competitiveness of live music venues (LMVs) carries significant implications for the sustainable development of the music industry. This study proposes a quantitative evaluation method that integrates mixed probabilistic information with cumulative prospect theory (CPT), aiming to accurately assess the competitiveness of live music venues. Online customer reviews (OCR) were adopted, core requirement attributes were identified using the Latent Dirichlet Allocation (LDA) model, and sentiment scores were derived through employing the Bidirectional Encoder Representations from Transformers-Bidirectional Long Short-Term Memory (BERT-BiLSTM) model. Subsequently, a satisfaction model based on the Probabilistic Linguistic Term Set (PLTS) framework was constructed to quantitatively assess customer satisfaction levels. Building on this, the competitiveness index(CI) of LMVs was determined using a hybrid probabilistic information approach. CPT was then applied to evaluate the competitiveness rankings of different types of live music venues. Finally, the sensitivity and comparative analyses confirm the high accuracy, robustness, and generalizability of the proposed methodology. The results of this study deepen enterprises’ understanding of customer consumption behavior patterns and clarify the core indicators influencing competitiveness. This provides valuable insights for strategic adjustments aimed at enhancing competitiveness and offers a solid foundation for the sustainable development of the live music industry.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100983"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144490270","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}
Entertainment ComputingPub Date : 2025-09-01Epub Date: 2025-06-29DOI: 10.1016/j.entcom.2025.100989
Winston Wenchen Guo , Wenjuan Chen , Yining Zhang , Caro Menghan Shi , Hailiang Wang
{"title":"Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations","authors":"Winston Wenchen Guo , Wenjuan Chen , Yining Zhang , Caro Menghan Shi , Hailiang Wang","doi":"10.1016/j.entcom.2025.100989","DOIUrl":"10.1016/j.entcom.2025.100989","url":null,"abstract":"<div><div>As urbanization accelerates, modern cities face many challenges. One key dimension is the lack of identity awareness and emotional interaction between the public and the city. This paper reports an interdisciplinary project, Portrait of the City, an interactive installation located in various public spaces in Beijing, which aims to utilize Human-computer interaction (HCI) technologies (localized media data-driven, motion capture, AIGC, etc.) in conjunction with public spaces to bridge the emotional and humanities of the public’s connection to the city. We further evaluated its accessibility and practical effectiveness through exhibitions and mixed research methodology. The findings suggest that public interactive installations can activate collective memories, evoke diverse personal experiences, encourage ongoing dialogue about the city, and promote a closer link between civic and place identities. Our interdisciplinary case study may provide insights into HCI and public design as well as practical ideas for fostering more vibrant and culturally distinctive cities in the future.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100989"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144572550","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":"A playful experience sampling method to report emotions using smartwatches and emojis","authors":"Shota Watanabe , Gaku Kutsuzawa , Yoshiyuki Kobayashi , Kohei Matsumura","doi":"10.1016/j.entcom.2025.100984","DOIUrl":"10.1016/j.entcom.2025.100984","url":null,"abstract":"<div><div>Understanding daily emotional fluctuations has many benefits, and the Experience Sampling Method can be used to assess daily emotions. However, this method requires frequent reporting throughout the day, making continuous reporting difficult, and a simpler reporting method is required. Therefore, this study proposed a simple Experience Sampling Method using emojis and smartwatches in a playful way. To examine the usefulness of the proposed method, we conducted a 14-day survey on daily emotional fluctuations using the proposed method and the conventional text-based Experience Sampling Method and compared their reporting rates. The results showed that the proposed method had a significantly higher reporting rate than the conventional method. The new ESM method developed in this study can easily capture emotional fluctuations and is expected to be used for the evaluation and analysis of emotional states and user experiences in daily life.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100984"},"PeriodicalIF":2.8,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144579649","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}
Entertainment ComputingPub Date : 2025-09-01Epub Date: 2025-11-12DOI: 10.1016/j.entcom.2025.101056
Shalini Agrahari, Arvind Kumar Tiwari
{"title":"Enhancing cyberbullying identification with ELECTRA-BiLSTM: A hybrid approach for improved contextual and sequential understanding","authors":"Shalini Agrahari, Arvind Kumar Tiwari","doi":"10.1016/j.entcom.2025.101056","DOIUrl":"10.1016/j.entcom.2025.101056","url":null,"abstract":"<div><div>Social media has revolutionized how we connect, fostering communities based on shared interests worldwide. However, it also opens the door to cyberbullying, a serious concern in today’s digital age. Unlike traditional bullying, cyberbullying happens online, making it harder to detect and prevent. In this paper, we combine the Efficiently Learning an Encoder that Classifies Token Replacements Accurately (ELECTRA) model with Bidirectional Long Short-Term Memory (BiLSTM), to better spot cyberbullying, improving the model’s ability to understand context and sequential patterns in text. Preprocessing has included tokenization, normalization and data cleaning to ensure consistent input quality. Using a dataset of approximately 48,000 tweets across six categories, the proposed model achieved 88.38% accuracy<strong>,</strong> outperforming traditional and existing models, highlighting its potential to enhance online safety.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101056"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145520021","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}
Entertainment ComputingPub Date : 2025-09-01Epub Date: 2025-10-23DOI: 10.1016/j.entcom.2025.101045
Danielle K. Langlois , Simone Kriglstein
{"title":"“In esports teamwork ranks way higher than anything else” : An exploration of esports training perceptions","authors":"Danielle K. Langlois , Simone Kriglstein","doi":"10.1016/j.entcom.2025.101045","DOIUrl":"10.1016/j.entcom.2025.101045","url":null,"abstract":"<div><div>Esports has been a growing area of study in recent years. We conducted two qualitatively focused survey studies to further understand the landscape of esports training. Specifically, via research questions related to coaching and training programs, types of training, gaps in training routines, how different people perceive training, and how important various training categories are perceived. The first was a pilot survey exploring existing esports training, the second was a more in-depth exploration of esports training and how fans and specialists perceive the field. We found that fans and specialists generally agreed on many aspects of esports training. For example, teamwork was widely agreed upon as a crucial aspect of training. However, specialists seemed more focused on mental and physical health than fans. Further, three general domains emerged as overarching trends worthy of focus: technical skills, teamwork, and health support (both physical and mental). These domains align well with prior researchers’ findings. Our results also support the notion that greater organization and focus should be placed on teamwork and mental health support, as those areas are perceived to be under served. We also found a strong undercurrent of a lack of access (primarily due to physical location) and a desire for more guidance in the training process. Therefore, future efforts should be made to make esports training resources, particularly mental health resources, more well-known and accessible.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101045"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145361447","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":"Reflection Stamps: A simple and positive method to support self-evaluation in illustration drawing","authors":"Seina Tajika, Hiroki Watanabe, Yoshinari Takegawa, Keiji Hirata","doi":"10.1016/j.entcom.2025.100998","DOIUrl":"10.1016/j.entcom.2025.100998","url":null,"abstract":"<div><div>In this research, which targets illustration drawing, we designed, implemented and evaluated a system, called ‘Reflection Stamps’, to reduce the effort and mental burden of the act of reflecting on one’s work and encourage positive reflection. When drawing an illustration, it is important for the learner to reflect positively on their own work to aid the development of their technique. However, the majority of existing reflection methods require a great deal of effort, or else involve a negative approach of indicating points for improvement, which results in the problem that the act of reflection imposes a mental burden. The proposed ‘Reflection Stamps’ system is equipped with a word stamp function that makes it easy to record evaluation and feedback on each part of an illustration. The system is furnished with a large number of stamps with positive content to encourage the learner’s sense of self-affirmation. The results of the evaluation experiment showed that the proposed system reduced the time required for reflection by 60% in comparison to the comparative method, which was a conventional method. In addition, there was a 133% increase in positive reflections when compared to the comparative method, demonstrating that the proposed system facilitated many more positive reflections. Furthermore, the system received a rating of 79 points on the System Usability Scale, confirming that it has good usability. However, it also became clear that to increase operability it is necessary to improve the placement of the stamps, and the enlarge/reduce function. In future we aim to construct a system to better support skill improvement in illustration, by increasing the variety and range of expression of the stamps to enable effective and accurate reflection.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100998"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144841431","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}
Entertainment ComputingPub Date : 2025-09-01Epub Date: 2025-10-18DOI: 10.1016/j.entcom.2025.101041
Carlos Henrique R. Souza, Daniela F. Nascimento, Luciana O. Berretta, Sergio T. Carvalho
{"title":"Solutions for Dynamic Difficulty Adjustment in digital games: A Systematic Literature Review","authors":"Carlos Henrique R. Souza, Daniela F. Nascimento, Luciana O. Berretta, Sergio T. Carvalho","doi":"10.1016/j.entcom.2025.101041","DOIUrl":"10.1016/j.entcom.2025.101041","url":null,"abstract":"<div><div>Dynamic Difficulty Adjustment (DDA) is an important aspect of game design aimed at balancing the difficulty level to enhance player experience and prevent frustration or game abandonment. This paper presents a Systematic Literature Review (SLR) that focuses on the implementation of DDA techniques in digital games. The objective of this study was to identify and analyze DDA solutions (models, methods, and/or frameworks) for digital games in the ongoing research agenda. Of the 547 studies found in four bibliographic databases (ACM, IEEE, Scopus, and Web of Science), 34 were selected. The results revealed a diversity of approaches, mainly involving Artificial Intelligence techniques (50%) and heuristics/parameters manipulation (47%), among other possibilities. In addition to reaffirming the open research problems described in the literature, the need for further research on generalizable, flexible, and modularized approaches is highlighted, allowing the integration of various DDA strategies while minimizing the disadvantages of each strategy and ensuring good results. In this sense, the conducted review brings solution directions based on the exchange of knowledge from self-adaptive systems.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101041"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145361389","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}