Chen Yadou , Rosnah Shamsudin , Intan Syafinaz Mohamed Amin Tawakkal , Rosalam Che Me , Mohd Salahuddin Mohd Basri
{"title":"Analyzing product design system application children’s toys based on sustainable materials and processes","authors":"Chen Yadou , Rosnah Shamsudin , Intan Syafinaz Mohamed Amin Tawakkal , Rosalam Che Me , Mohd Salahuddin Mohd Basri","doi":"10.1016/j.entcom.2025.100947","DOIUrl":"10.1016/j.entcom.2025.100947","url":null,"abstract":"<div><div>Sustainability is a key factor in social development, aligning with the United Nations Sustainable Development Goals (SDGs), particularly SDG 12 (Responsible Consumption and Production), SDG 9 (Industry, Innovation, and Infrastructure), and SDG 3. Integrating sustainability into toy design supports the industry’s growth while contributing to broader societal progress. As a key aspect of product design, toy design offers emotional value, fosters creativity, and responds to evolving consumer demands. As the emphasis on environmental sustainability continues to grow, the pursuit of sustainable practices across industries, toy design included, continues to rise. This paper reviews the theoretical research and practical applications of sustainable toy design, focusing on both materials and manufacturing processes. It explores the role of sustainability in toy design, emphasizing its impact on product value, longevity, and societal benefits.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100947"},"PeriodicalIF":2.8,"publicationDate":"2025-03-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143799476","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":"Multi-Agent Reinforcement Learning for creating intelligent agents in social networks-oriented role playing games","authors":"Francisco Martinez-Gil, Eduard Gil-Magraner","doi":"10.1016/j.entcom.2025.100941","DOIUrl":"10.1016/j.entcom.2025.100941","url":null,"abstract":"<div><div>We present a study for building intelligent Non-Playable Characters (NPCs) that act autonomously as main characters in a hand-to-hand combat-themed Role-playing game (RPG). These types of games are very popular in social networking platforms such as Discord, Amino and WhatsApp. Our work aims for creating intelligent characters that learn individual and collaborative game skills behaving as true opponents for human players. We select three reinforcement learning (RL) algorithms (DQN, PPO and QMIX) to be used with different multi-agent approaches: centralized, totally decentralized and centralized training with decentralized execution (CTDE). First, we assess their performance in NPCs against NPCs fighting with a battery of learning tasks varying the configurations of the fighting groups. Secondly, we suggest a learning strategy that separates the fighting learning in two independent processes for each agent: attack and defense, giving better results than learning a single process for the whole combat. Lastly, we present an analysis of human vs. NPC combats and groups of human vs. groups of NPCs based on the number of victories and a Likert scale survey, concluding that our intelligent agents behave better than an average human player.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100941"},"PeriodicalIF":2.8,"publicationDate":"2025-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143747664","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analyzing cross-platform gaming experiences using topic modeling","authors":"Youngju Sim , Tae-Sun Chung , Inyoung Park","doi":"10.1016/j.entcom.2025.100946","DOIUrl":"10.1016/j.entcom.2025.100946","url":null,"abstract":"<div><div>Due to variations in platform characteristics and user preferences, user experience (UX) differs across platforms, and research on the UX of cross-platform games remains in its early stages. Accordingly, cross-platform games should be tailored to each platform’s unique characteristics. However, few studies have adequately considered these differences for cross-platform games. Given the unique concepts and content of cross-platform games, as well as the evolving technologies and user needs specific to each platform, it is essential to explore how each platform influences UX. To address this gap, we employed text-mining techniques to analyze UX from cross-platform reviews of <em>Among Us</em>. We identified 12 topics, four of which overlap between platforms. Our findings revealed that users on different platforms preferred distinct methods of chat and social interaction. PC users favored voice chat more than mobile users and expressed a higher demand for social communication. In purchasing patterns, PC users tend to prioritize additional content, such as expansions or downloadable content (DLC), while mobile users are more interested in character customization options. This suggests that developers should tailor strategies to each platform’s unique user preferences and behaviors to satisfy users across multiple platforms.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100946"},"PeriodicalIF":2.8,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143716338","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":"Using gamification to enhance learning: A college course case study","authors":"Chih-Chien Wang , Shu-Chen Chang , Yu Han Yu","doi":"10.1016/j.entcom.2025.100942","DOIUrl":"10.1016/j.entcom.2025.100942","url":null,"abstract":"<div><div>Gamification means using game design elements, such as rules, structure, voluntary participation, uncertain outcomes, conflict, decision-making, and outcomes, in non-game contexts. The study compares the differences in learning outcomes and engagement between gamified and traditional instruction methods in university classrooms. Two groups of university students were taught by the same teacher, using the same materials and exams but with different teaching designs. The experimental group used the gamified software Classcraft for assignments, which involved points, badges, leaderboards, and social and entertaining game features, while the control group used traditional lectures and assignments. The results showed a significant improvement in the exam scores of the experimental group of gamified instruction compared to the control group of traditional lecture instruction.</div><div>Additionally, the study found that gamified instruction has several positive effects, such as reducing learning stress, increasing course enjoyment, and enhancing both in-class engagement and after-school learning motivation. Gamified instruction enhances learning engagement, which positively influences academic performance and increases the range of improvement. This study provides empirical evidence for using gamified teaching in university education and discusses the design principles and practical applications of gamified teaching. The study concludes that gamification can be used in university classrooms to improve student engagement and learning performance.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100942"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143759880","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":"Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China","authors":"Marcus Toftedahl","doi":"10.1016/j.entcom.2025.100944","DOIUrl":"10.1016/j.entcom.2025.100944","url":null,"abstract":"<div><div>This paper presents field studies conducted at two indie game development companies – one in Sweden and one in China. The study aims to provide a deeper understanding of the complex nature of indie game development and how indie game developers using a self-publishing business model work with game localization as a part of the development process. The research is guided by the research question “ How do indie game developers prioritize and work with game localization as a development process?” explored from three perspectives: the strategic perspective, where the decisions behind the localization are in focus; the development perspective, exploring the development processes; and the product perspective, using a participatory observation method. The results<!--> <!-->indicate that game localization is a task among several important tasks, and by omitting to plan for localization can impact the game developed severely. An organizational model of<!--> <!-->indie game development companies is presented, highlighting the many different development tasks needed to be handled either by using internal or external competences.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100944"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143697802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yiing Y’ng Ng , Robert Jeyakumar Nathan , Chee Weng Khong
{"title":"Assessing player engagement in local indie games: A qualitative study of affective game design elements","authors":"Yiing Y’ng Ng , Robert Jeyakumar Nathan , Chee Weng Khong","doi":"10.1016/j.entcom.2025.100945","DOIUrl":"10.1016/j.entcom.2025.100945","url":null,"abstract":"<div><div>This paper presents the insights and categories of affective game design elements that are crucial for engaging local independent (indie) games. In recent years, the game industry has grown rapidly with the rising focus on studying emotion in video games, particularly in the indie game sector. Indie game success relies on visibility in elite platforms, driving local indie developers to prioritize high-quality games to compete globally. Thus, creating games that provide an enjoyable and engaging experience for diverse players is crucial. The emotions that player experience during the game is the key to keep them in the state of flow while fostering high immersion and engagement. Affective user-centered design (AUCD) plays a vital role in enhancing the player engagement by influencing player emotional experience and meeting their desires while engaging with the game design components. This study employs an observational approach to explore affective game design elements in indie games within the Malaysian context. The findings provide a clearer understanding of how these games engage local gamers and offer deeper insights into the essential elements for successful local indie game development, including their impact on player engagement, immersion, and gameplay involvement.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100945"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143716336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel Burguera-Bernalte , José-Antonio Gil-Gómez , Rosa Redolat , Patricia Mesa-Gresa
{"title":"NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study","authors":"Daniel Burguera-Bernalte , José-Antonio Gil-Gómez , Rosa Redolat , Patricia Mesa-Gresa","doi":"10.1016/j.entcom.2025.100943","DOIUrl":"10.1016/j.entcom.2025.100943","url":null,"abstract":"<div><h3>Introduction</h3><div>Serious games (SGs) have potential for improving learning outcomes and academic performance. However, the field of neuroscience lacks sufficient empirical research in educational settings.</div></div><div><h3>Objectives</h3><div>The study aimed to assess the impact of NeuroApp, a mobile SGs application, on academic performance and explore the relationship between cognitive and psychophysiological variables with academic performance.</div></div><div><h3>Methods</h3><div>A two-phase study was conducted with undergraduate students from psychology. The first phase (n = 42) required to complete a knowledge questionnaire administered before and after 8 weeks of using NeuroApp and also a user satisfaction survey. The second phase (n = 18) aimed to obtain cognitive and psychophysiological measures.</div></div><div><h3>Results</h3><div>A notable enhancement in learning outcomes was observed among students after using NeuroApp (<em>t</em><sub>(14)</sub> = -2.46; p = 0.027) compared to the initial assessment. However, in the initial phase, a portion of responses (n = 12) were excluded due to incomplete test engagement. User satisfaction survey revealed that NeuroApp was perceived as a beneficial tool, achieving a score of 79.13 %. The standout finding from the second phase was a positive correlation between the Stroop test and academic performance (<em>r<sub>(11)</sub></em> = 0.604, <em>p</em> = 0.029).</div></div><div><h3>Discussion and conclusion</h3><div>The findings suggest that SGs, such as NeuroApp, can enhance neuroscience education by improving learning outcomes and academic performance. It highlighted the potential role of cognitive and psychophysiological variables in academic performance. Future research should consider larger sample sizes and better timing with students’ academic responsibilities. This study will contribute to obtain valuable insights into the effectiveness of SGs in educational settings.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100943"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143704506","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":"Personalized information technology instructional design based on transformer model","authors":"Jianbin Hu, Desheng Chen","doi":"10.1016/j.entcom.2025.100940","DOIUrl":"10.1016/j.entcom.2025.100940","url":null,"abstract":"<div><div>With the continuous advancement of educational informatization, personalized teaching has received widespread attention as an important means to improve teaching quality and meet students’ differentiated needs. Especially in the field of information technology teaching, how to use advanced artificial intelligence technology to optimize teaching design and improve learning effect has become a frontier topic of educational research. As a deep learning technology with powerful sequence modeling capabilities, Transformer model has been widely used in natural language processing, recommendation systems and other fields. Based on Transformer model, this paper discusses its application and effect in personalized information technology instructional design. By analyzing the experimental data of 200 students, this paper constructs a personalized teaching model based on Transformer, which can dynamically adjust the teaching content and learning path according to students’ learning behavior and knowledge mastery. The experimental results show that after adopting the instructional design based on Transformer model, students’ academic performance is improved by 22.5 %, and the accuracy of personalized recommendation content is improved by 30 %. In addition, students’ learning initiative and participation have also increased significantly, and the number of classroom interactions has increased by 40 %. The research shows that the Transformer model can not only accurately identify students’ learning needs, but also realize real-time teaching adjustment, which provides a new solution for personalized information technology teaching. This study provides useful reference and practical support for the future development of intelligent teaching.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100940"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143716337","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":"Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications","authors":"Jingfan He , Biao Gao , Ronghui Zhong","doi":"10.1016/j.entcom.2025.100939","DOIUrl":"10.1016/j.entcom.2025.100939","url":null,"abstract":"<div><div>Vlog news has emerged as a prominent form of information dissemination, especially among younger audiences. However, limited research has examined how specific content attributes shape emotional attachment and drive user stickiness in Vlog news consumption. Drawing on Attachment Theory and Uses and Gratifications Theory, this study explores how key content attributes—entertainment value, richness, usefulness, information quality, and immersion—foster emotional attachment and influence user stickiness in Vlog news consumption. Additionally, it investigates the moderating role of psychological distance in this relationship. A survey of 495 Chinese Vlog news viewers was conducted, with data analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) and Fuzzy-Set Qualitative Comparative Analysis (fsQCA). PLS-SEM results indicate that entertainment, usefulness, information quality, and immersion significantly enhance emotional attachment, which in turn increases user stickiness. However, content richness has no significant effect, suggesting users prioritize quality over diversity. Moreover, psychological distance negatively moderates the emotional attachment–user stickiness link, emphasizing the role of perceived intimacy. fsQCA results further highlight the complexity of user needs. These findings underscore the need for culturally adaptive content strategies to enhance emotional connections and platform loyalty, providing both theoretical and practical insights for digital media platforms.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100939"},"PeriodicalIF":2.8,"publicationDate":"2025-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143682324","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":"Supporting teachers, engaging students: A collaborative model for K-12 computing education","authors":"Alberto Monge Roffarello, Juan Pablo Sáenz","doi":"10.1016/j.entcom.2025.100937","DOIUrl":"10.1016/j.entcom.2025.100937","url":null,"abstract":"<div><div>Although the importance of Computational Thinking (CT) for children is increasingly recognized, its adoption in computing education curricula in primary schools is limited by several open challenges, including teachers’ training and curricula development. Seeking to systematize a process that enables primary school teachers to teach CT through computing education in primary schools, we present the design, evaluation, and analysis of an introductory coding course for 4th-grade classes in a large Italian city, utilizing the Scratch platform. The course followed a project-based learning approach, empowering groups of children in designing and implementing simple video games, and explored the adoption of a collaborative strategy through which computing experts, class teachers, and high-school tutors proactively supported the project work. We evaluated and refined the course educational strategies by conducting an observational study and co-designing activities with the involved teachers. Then, we derived an educational model that may allow K-12 teachers and experts to collaborate in designing and implementing computing education courses that are engaging, inclusive, and supportive.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100937"},"PeriodicalIF":2.8,"publicationDate":"2025-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143642449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}