Entertainment ComputingPub Date : 2026-01-01Epub Date: 2026-01-05DOI: 10.1016/j.entcom.2026.101080
Haoran Sun, Mingxi Bie, Zhaoyu Li, Zhaotong Lian
{"title":"Social signals and visibility on digital platforms: interpretable evidence from steam on what drives player activity","authors":"Haoran Sun, Mingxi Bie, Zhaoyu Li, Zhaotong Lian","doi":"10.1016/j.entcom.2026.101080","DOIUrl":"10.1016/j.entcom.2026.101080","url":null,"abstract":"<div><div>We study how public social signals and platform visibility cues—review volume and sentiment, pricing/discounts, and release recency—are associated with concurrent player activity on a large digital game distribution platform (Steam). Using a fully reproducible pipeline, we quantify standardized associations via logistic-regression odds ratios with confidence intervals and complement them with model-agnostic permutation importance and partial dependence profiles. Evaluation uses 5 × 10 repeated stratified cross-validation with out-of-fold predictions, reporting PR-AUC and calibration alongside ROC-AUC to reflect class imbalance and probability reliability. We also derive precision–recall operating thresholds that clarify targeting trade-offs. Across both endpoints, review volume is the strongest correlate; the early post-release window exhibits the largest marginal lift; and pricing shows a non-linear pattern with diminishing returns. Taken together, these results link social proof and visibility-related signals to measurable engagement patterns and yield actionable, testable hypotheses for discovery and promotion timing that can be validated through platform or publisher experimentation. All data/code, the AppID list, and the exact environment file are provided in the <span><span>supplementary</span></span> package to enable full reproduction.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101080"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925119","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 : 2026-01-01Epub Date: 2025-12-31DOI: 10.1016/j.entcom.2025.101076
Behnam Yousefimehr , Mehdi Ghatee , Shervin Ghaffari , Arash Arasteh , Parsa Ahmadi , Amirhossein Ghane , Sina Esnaasharieh
{"title":"A systematic review for 2019–2025 on deep learning models in the film production industry","authors":"Behnam Yousefimehr , Mehdi Ghatee , Shervin Ghaffari , Arash Arasteh , Parsa Ahmadi , Amirhossein Ghane , Sina Esnaasharieh","doi":"10.1016/j.entcom.2025.101076","DOIUrl":"10.1016/j.entcom.2025.101076","url":null,"abstract":"<div><div>The integration of artificial intelligence (AI) into film production is fundamentally reshaping cinematic creation. This survey presents a systematic review of deep learning applications in the film industry from 2019 to 2025, analyzing their impact across four core pillars: Scriptwriting, Video Generation, Video Editing, and Music Generation. To overcome the limitations of subjective qualitative reviews, we introduce the <em>Intelligent Multi-Dimensional Paper Scoring Framework (IMPSF)</em>, a novel methodology for the quantitative and reproducible evaluation of scholarly literature. The IMPSF employs a multi-agent system to assess papers across four key dimensions: Technical Innovation, Empirical Rigor, Cinematic Applicability, and Methodological Soundness. A critical innovation is our empirically grounded weighting scheme for these dimensions, optimized on a targeted subset of the S2ORC corpus to reflect performance in cinematic AI workflows. Applied to a curated corpus of 129 publications, the IMPSF identifies and ranks the most significant contributions. Our analysis reveals that AI serves primarily as a powerful augmentative tool, with substantial advancements in each domain driven by technologies like diffusion models, large language models (LLMs), and generative adversarial networks (GANs). This review not only synthesizes the current state of the art but also provides a structured taxonomy, a research roadmap, and a foundational framework for future innovation at the intersection of computational creativity and cinematic artistry.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101076"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145883865","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 : 2026-01-01Epub Date: 2025-12-02DOI: 10.1016/j.entcom.2025.101064
Chutisant Kerdvibulvech, Kawin Meksumphun
{"title":"Impact of AI Artists on the essential skills of UX designers: Adapting to technological changes","authors":"Chutisant Kerdvibulvech, Kawin Meksumphun","doi":"10.1016/j.entcom.2025.101064","DOIUrl":"10.1016/j.entcom.2025.101064","url":null,"abstract":"<div><div>This research explores the impact of AI artists on the essential skills of UX designers in Thailand, focusing on students and early-career professionals. As AI advances rapidly, it raises questions about which skills remain vital and which may be replaced by AI artists. The study involved in-depth interviews and card sorting analysis with the target group to assess how AI artists influence UX design skills. Results indicate a high likelihood of craft skills being deskilled, while areas like information architecture and design principles may undergo partial deskilling but are unlikely to be fully replaced by AI. The findings aim to offer valuable insights for students, designers, and organizations to adapt to technological changes and enhance UX design skills in response to the rise of AI artists.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101064"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684466","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 : 2026-01-01Epub Date: 2026-01-11DOI: 10.1016/j.entcom.2026.101083
Daniel C. Sivertsen
{"title":"The mouse’s effect on performance in “balanced” competitive first-person shooters: case evidence from Halo: The Master Chief Collection","authors":"Daniel C. Sivertsen","doi":"10.1016/j.entcom.2026.101083","DOIUrl":"10.1016/j.entcom.2026.101083","url":null,"abstract":"<div><div>Studies show that mouse and keyboard (MnK) input controls are superior for aiming tasks in first-person shooter (FPS) games compared to gamepad controls. What remains unclear is whether MnK users demonstrate a performance premium in competitive multiplayer games that use performance balancing mechanics like aim-assistance. This case study approaches this gap with player-level gameplay data from <em>Halo: The Master Chief Collection</em>, a multi-input FPS with aim-assistance mechanics for gamepad users. To account for observed differences between input device groups, propensity scores are estimated to match players across a vector of gameplay characteristics. Performance is assessed with three standard FPS metrics: the kills-to-deaths ratio (K/D), the kills-plus-assists-to-deaths ratio (KDA), and the count of total first-place rankings. The 95% confidence intervals for the MnK users’ expected premium in performance ranges from 0.06 to 0.16 (<em>p</em>-value < 0.01) for K/D, 0.06 to 0.21 (<0.01) for KDA, and 10.99 to 59.73 (<0.05) for first-place rankings. These results provide case evidence that MnK users experience performance advantages despite mechanics like aim-assistance and emphasize the need to refine balance in multi-input or cross-platform FPS game design.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101083"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145975915","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 : 2026-01-01Epub Date: 2025-11-11DOI: 10.1016/j.entcom.2025.101054
Arianna Boldi, Domenico Sanseverino
{"title":"Becoming someone in Esports: Identity, aspiration, and psychological commitment in a digital entertainment ecosystem","authors":"Arianna Boldi, Domenico Sanseverino","doi":"10.1016/j.entcom.2025.101054","DOIUrl":"10.1016/j.entcom.2025.101054","url":null,"abstract":"<div><div>The classification of esports participants remains conceptually fragmented and empirically inconsistent, particularly in informal ecosystems lacking standardized professional criteria. This study examines how individuals involved in the Italian esports scene define their roles, occupational identities, and career aspirations within the precarious and loosely regulated esports market. Drawing on survey data from 297 gamers, including casual gamers and esports participants, we explore differences in gaming practices, digital skills, employment status, and career orientation. Informed by theories of aspirational labor and boundaryless careers, we propose a role-based taxonomy that recognizes functional roles such as administrators, content creators, and hybrid professionals. Esports participants differ from casual gamers in gaming intensity, platform preferences, and digital collaboration skills, but not in employment status or career values. Crucially, perceived professional commitment is more closely tied to functional roles than to gaming frequency. Most esports participants do not consider their engagement economically viable, underscoring the aspirational and precarious nature of esports labor. By situating player self-perceptions within broader dynamics of gaming platforms and digital entertainment, this study advances a context-sensitive model of esports engagement and contributes to comparative research and policy debates on esports and digital entertainment.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101054"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145533012","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 : 2026-01-01Epub Date: 2025-12-01DOI: 10.1016/j.entcom.2025.101062
Mingchen Wei , Jie Lin , Xu Wang , Shuai Chen , Yanling Liu
{"title":"The effect of video game context and player relationships on prosocial behavior: The mediating role of reciprocal expectations","authors":"Mingchen Wei , Jie Lin , Xu Wang , Shuai Chen , Yanling Liu","doi":"10.1016/j.entcom.2025.101062","DOIUrl":"10.1016/j.entcom.2025.101062","url":null,"abstract":"<div><div>Although research suggests cooperative game contexts promote prosociality, key gaps remain regarding underlying mechanisms (i.e., reciprocal expectations), moderators (i.e., player relationships), and the confounding effect of violent content in many studies. To address these issues, we conducted two experiments (N = 274) using a neutral video game to compare cooperative, competitive, and single-player contexts, measuring prosocial behavior via a give-some dilemma task. Results demonstrated that the cooperative context significantly increased prosocial behavior compared to the other two contexts, an effect partially mediated by heightened reciprocal expectations. Conversely, the competitive context did not significantly decrease prosocial behavior, and while friends were more prosocial than strangers overall, player relationship did not moderate the context’s effect. These findings underscore the robust positive impact of cooperative game design and suggest that the negative effects of competition may be contingent on factors like violent content, rather than being inherent to competition itself.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101062"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684465","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 : 2026-01-01Epub Date: 2025-11-28DOI: 10.1016/j.entcom.2025.101063
Masanori Fukui , Wanda Nugroho Yanuarto , Subuh Anggoro , Eng Tek Ong , Khar Thoe Ng
{"title":"Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students","authors":"Masanori Fukui , Wanda Nugroho Yanuarto , Subuh Anggoro , Eng Tek Ong , Khar Thoe Ng","doi":"10.1016/j.entcom.2025.101063","DOIUrl":"10.1016/j.entcom.2025.101063","url":null,"abstract":"<div><div>Online games are growing rapidly, but their impact on players’ well-being has not been sufficiently studied due to the lack of specialized measurement tools. This study aimed to address this gap by developing a “Game-Induced Happiness Scale (GIHS)” and verifying its validity. After conducting a preliminary survey with 143 participants to develop the items, we administered a questionnaire survey to 500 college students who regularly play digital games. Exploratory factor analysis (EFA) confirmed the existence of five factors: “Factor I: Social Interaction and Communication,” “Factor II: Strategic Gameplay and Skill Enhancement,” “Factor III: Character Appeal and Personality,” “Factor IV: Long-Term Immersion and Engagement,” and “Factor V: In-Game Economy and Rewards.” These results demonstrated high reliability and validity. These findings provide important insights for game developers to enhance user experience and support practitioners in managing potential negative game effects.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101063"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145790046","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 : 2026-01-01Epub Date: 2026-01-02DOI: 10.1016/j.entcom.2026.101079
Jiayao Zhu, Sufen Wang
{"title":"Exploring the differentiated formation mechanism across diverse populations for the use of e-health","authors":"Jiayao Zhu, Sufen Wang","doi":"10.1016/j.entcom.2026.101079","DOIUrl":"10.1016/j.entcom.2026.101079","url":null,"abstract":"<div><h3>Objective</h3><div>This study aims to provide a differentiated formation mechanism of e-health usage across diverse populations.</div></div><div><h3>Method</h3><div>Based on the formation and influence mechanism of the digital divide, the UTAUT (Unified Theory of Acceptance and Use of Technology) model is expanded from exogenous, endogenous, moderating and mediating mechanism. It introduces five moderating variables, namely gender, age, experience, education level, and health status. A total of 477 online questionnaires are collected.</div></div><div><h3>Results</h3><div>The model explains 86.2 % of the variance in behavioral intention, with performance expectancy, social influence, habit, and digital divide identified as key predictors. Habit, digital divide, and behavioral intention account for 80.6 % of the variance in usage behavior. Furthermore, health interest and perceived security are key external factors influencing the formation of the digital divide within internet healthcare. Moderating effects of age, gender, experience, health status, and education level are also evident in both the formation of the digital divide and the system usage behaviors.</div></div><div><h3>Conclusions</h3><div>This research has developed a comprehensive model of Internet medical system use with strong predictability, and provides theoretical guidance for improving patients’ acceptance and use of the Internet medical system (especially according to the characteristics of different populations).</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101079"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925121","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 : 2026-01-01Epub Date: 2025-11-27DOI: 10.1016/j.entcom.2025.101057
Chris Buchan-Pham, Selbi Kurbanova, Irene Vitoroulis
{"title":"Gaming motives, mental health, and belonging among Asian students in Canada and White Canadian university students: A cross-sectional study","authors":"Chris Buchan-Pham, Selbi Kurbanova, Irene Vitoroulis","doi":"10.1016/j.entcom.2025.101057","DOIUrl":"10.1016/j.entcom.2025.101057","url":null,"abstract":"","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101057"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684463","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}