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}
{"title":"In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game","authors":"Zhiyu Chen , Bieke Zaman","doi":"10.1016/j.entcom.2025.100936","DOIUrl":"10.1016/j.entcom.2025.100936","url":null,"abstract":"<div><div>Previous studies on randomized mechanics in video games have primarily focused on their links to gambling behaviors. However, gaps exist in understanding how players discuss and perceive these mechanics, such as loot boxes. Addressing these gaps, we analyzed discourses from 2023 in two popular Reddit communities for Counter-Strike: Global Offensive (CS:GO), using Correlated Topic Model and Sentiment Analysis. Four main topics were identified: Monetary Elements, Gaming-Gambling, Gameplay Issues, and Affective Appreciation. The findings reveal a generally positive sentiment, with high levels of trust and anticipation, but also ambivalence towards the monetary aspects of loot boxes. Discussions on rewards and virtual items were distinct from those on gameplay and gambling. These nuanced discourses and sentiments, along with their interplay, shape community norms and influence players’ perceived responsibilities of game developers. We advocate for more player-focused inspection in research and policymaking.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100936"},"PeriodicalIF":2.8,"publicationDate":"2025-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143610606","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}
Truong Le, Minh-Vuong Nguyen-Thi, Minh-Tu Le, Hien-Vi Nguyen-Thi, Tung Le, Huy Tien Nguyen
{"title":"EnTube: Exploring key video features for advancing YouTube engagement","authors":"Truong Le, Minh-Vuong Nguyen-Thi, Minh-Tu Le, Hien-Vi Nguyen-Thi, Tung Le, Huy Tien Nguyen","doi":"10.1016/j.entcom.2025.100934","DOIUrl":"10.1016/j.entcom.2025.100934","url":null,"abstract":"<div><div>The proliferation of video sharing on platforms like YouTube has highlighted the importance of accurately predicting video engagement. Existing models for predicting video appeal face challenges in transparency and accuracy. This study proposes a multi-modal deep learning approach to forecast video engagement on YouTube. We utilize a multi-modal deep learning model that integrates video titles, audio, thumbnails, content, and tags for engagement prediction, classifying videos into three engagement categories: Engage, Neutral, and Not Engage. A unique dataset, the EnTube dataset, was compiled, featuring 23,738 videos from various genres and 72 Vietnamese YouTube channels. This dataset aids in overcoming the obstacles of data collection and analysis for video engagement. Our approach demonstrates the potential of multi-modal features in enhancing prediction accuracy beyond single-feature models. Explainable Artificial Intelligence techniques are employed to interpret the factors influencing video engagement, offering insights for content optimization. The study’s findings hold promise for applications in video recommendation systems and content strategy adjustments.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"53 ","pages":"Article 100934"},"PeriodicalIF":2.8,"publicationDate":"2025-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143519648","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":"Why gamers use multitasking and how it works on satisfaction and reuse intention","authors":"Yunshin Bae , Jun Hyuk Cho , Changsok Yoo","doi":"10.1016/j.entcom.2025.100935","DOIUrl":"10.1016/j.entcom.2025.100935","url":null,"abstract":"<div><div>Multitasking has become a common activity in media usage, but there is a significant research gap regarding its influence on media usage patterns. This is particularly true for the rapidly growing field of video games, where various controversies regarding multitasking persist, yet comprehensive studies remain scarce. This study employs the Uses and Gratifications (U&G) theory to investigate how different motivations for both game-related and unrelated multitasking influence these behaviors, and how such multitasking affects cognitive and emotional satisfaction with the media and behavioral intentions. To achieve this, responses from 598 game users in South Korea were collected and analyzed. The analysis, conducted using PLS-SEM, revealed that the choice of multitasking is linked to specific usage motivations. Consistent with U&G theory, game-related multitasking is a choice made by users to maximize their satisfaction with the game. Additionally, we found that multitasking among game users enhances media satisfaction and increases the intention for continued use rather than hindering media usage. This underscores the importance of context in understanding multitasking behaviors.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"53 ","pages":"Article 100935"},"PeriodicalIF":2.8,"publicationDate":"2025-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143488318","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}
Yasas Sri Wickramasinghe , Heide Karen Lukosch , James Everett , Stephan Lukosch
{"title":"Representing remote locations with location-based augmented reality game design","authors":"Yasas Sri Wickramasinghe , Heide Karen Lukosch , James Everett , Stephan Lukosch","doi":"10.1016/j.entcom.2025.100932","DOIUrl":"10.1016/j.entcom.2025.100932","url":null,"abstract":"<div><div>Location-based augmented reality games (LBARGs) allow for interaction with the physical environment of a player. This research study investigates the representation of physically remote locations in LBARGs and the utilization of a location-sharing player’s (LSP) location to engage in gameplay in remote locations. We identified three modes, i.e., tabletop, overlay, and window, to represent a player’s location to another player not at the same location. Based on these modes, we designed a LBARG to study the impact of the different modes on spatial presence and immersion. We recruited 30 participants (n=30) for a within-subjects study. Each participant experienced the different representation modes and we evaluated their experience using quantitative as well as qualitative methods. The results show that the chosen game mode significantly impacts the players’ spatial presence. For the LBARG, we also designed a game mechanic that specifically used the physical properties of the represented remote location. The qualitative findings highlight that utilizing the physical environment helps to connect remote locations and people. Our findings can guide future game designers on how to design for spatial presence and immersion within LBARGs.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"53 ","pages":"Article 100932"},"PeriodicalIF":2.8,"publicationDate":"2025-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143454443","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":"Digital gaming during the COVID-19 pandemic: Examining the interplay of psychosocial problems, gaming motivations, and gaming disorder severity","authors":"Felix Reer","doi":"10.1016/j.entcom.2025.100933","DOIUrl":"10.1016/j.entcom.2025.100933","url":null,"abstract":"<div><div>The current study aimed to provide a deeper understanding of the factors underlying the development of addictive gaming (‘gaming disorder’, GD) during the COVID-19 pandemic. A path model was designed to examine the interplay of COVID-19-related fears, negative daily life impacts experienced during the pandemic, psychosocial problems (stress, depression/anxiety, loneliness), gaming motivations (escapism, coping, fantasy, and social motivations), and GD severity. The model was tested using an online survey administered to 504 German game users. It was found that gaming behaviors changed to a certain degree during the pandemic. Path modeling indicated that fear of COVID-19 and perceived negative daily life impacts may have played roles in the development of GD during the pandemic: they were associated with increased feelings of stress, depression/anxiety, and loneliness experienced during the pandemic, which, in turn, were (directly or indirectly) related to increased levels of GD severity. Gaming driven by escapism motives was identified as a significant predictor of GD severity and was found to mediate the relationship between stress and depression/anxiety and GD severity.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100933"},"PeriodicalIF":2.8,"publicationDate":"2025-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143931807","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":"Child computer interactions: Cognitive development and segmenting unsafe video contents: A review","authors":"Irwa Zahoor, Sajaad Ahmed Lone","doi":"10.1016/j.entcom.2025.100931","DOIUrl":"10.1016/j.entcom.2025.100931","url":null,"abstract":"<div><div>Computer Technology (CT) is now an integral part of our daily lives, influencing various aspects of human activity, particularly those of children. Child Computer Interactions a specialized area within CT, focuses on enhancing children’s physical activities, psychology, education, and communication through diverse computer applications. CCI is a steadily growing field that focuses on children as a prominent and emergent user group. This review article highlights the lack of research regarding the effective use of CCI technologies to promote cognitive development while reducing the risks linked to harmful digital content. The paper systematically examines the influence of CCI technologies on the cognitive development of children aged 0 to 12 years, addressing the research problem of inadequate filtering methods for unsafe video content that children are exposed to in today’s screen-dominated environment. It highlights how technological innovations, particularly in gaming, artificial intelligence, and media applications, are designed to enhance children’s skills while safeguarding their digital environment. A critical aspect of this review is the assessment of methods to filter and mitigate exposure to unsafe video content, a growing concern in today’s screen-dominated environment. The findings reveal that CCI programs significantly enhance children’s knowledge and skills with high accuracy. Moreover, the review underscores the importance of machine ethics in guiding the moral behavior of machines and ensuring the usability and safety of these technologies. This comprehensive analysis provides valuable insights into the role of CCI in fostering cognitive development and protecting children from inappropriate content.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"53 ","pages":"Article 100931"},"PeriodicalIF":2.8,"publicationDate":"2025-02-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143454444","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}