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How do different game genres impact adolescent players’ problematic game use? 不同的游戏类型如何影响青少年玩家的游戏使用问题?
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100897
Hyeon Jo
{"title":"How do different game genres impact adolescent players’ problematic game use?","authors":"Hyeon Jo","doi":"10.1016/j.entcom.2024.100897","DOIUrl":"10.1016/j.entcom.2024.100897","url":null,"abstract":"<div><div>This study investigates the influence of video game genres on adolescent behavior, focusing on tolerance, withdrawal symptoms, and impaired control. With the increasing prevalence of gaming among adolescents, understanding the specific impacts of game genres becomes crucial. This research aims to identify how different genres affect adolescent gamers and to provide insights for educators, parents, and policymakers on managing gaming-related behaviors. Using ANOVA and Sidak post-hoc test to analyze responses from a sample size of 60,029 adolescents, the study found significant differences in tolerance, withdrawal symptoms, and impaired control across various game genres. RPG and AOS games were associated with higher levels of tolerance and withdrawal symptoms compared to sports and casual games, suggesting a genre-specific influence on these behaviors. The findings underscore the need for targeted strategies in educational and parental guidance to address game genre-related issues among adolescents. The implications of this research are vital for developing effective interventions and supports that cater to the specific needs of adolescent gamers, aiming to foster healthier gaming habits and mitigate potential negative outcomes.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100897"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172270","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}
引用次数: 0
The influence of social distance perception among gamers on relationships between game motivation and interpersonal competency 游戏玩家社会距离知觉对游戏动机与人际能力关系的影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100903
Jaehyuk Choi , Younkeun Choi
{"title":"The influence of social distance perception among gamers on relationships between game motivation and interpersonal competency","authors":"Jaehyuk Choi ,&nbsp;Younkeun Choi","doi":"10.1016/j.entcom.2024.100903","DOIUrl":"10.1016/j.entcom.2024.100903","url":null,"abstract":"<div><div>The purpose of the present study was to examine the relationships between game use negative motivation factors and interpersonal competency and explore the moderating effect of social distance on those relationships. For this, the present study collected data from 228 college students in South Korea through a survey method and used hierarchical multiple regression analyses. In the results, first, the more manipulation, customization, or immersion/escape participants pursue in gameplay, the more they decrease interpersonal competency. Second, a positive relationship between immersion/escape motivation and interpersonal competency is weaker for participants with more social exclusion experience rather than low. However, social exclusion was found to have no significance in the relationship between other motivators and interpersonal competency.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100903"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172291","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}
引用次数: 0
Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty 设计和执行一款生存游戏,通过提供平衡的难度来获得用户满意度
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100899
Tamal Pal, Sipra Das Bit
{"title":"Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty","authors":"Tamal Pal,&nbsp;Sipra Das Bit","doi":"10.1016/j.entcom.2024.100899","DOIUrl":"10.1016/j.entcom.2024.100899","url":null,"abstract":"<div><div>Recently due to high popularity of video games, Procedural Content Generation (PCG) becomes an approach for automatically creating levels in game with balanced difficulty. The PCG is a solution towards automatic creation of levels with balanced difficulty. Among the existing works, not only very few recent PCG-based difficulty balancing solutions is found, but algorithms are also computationally intensive due to the presence of complex techniques like evolutionary computing, graph algorithms etc. In this paper, we develop a low overhead mathematical model based PCG scheme with the rule of variation and curve fitting. Firstly, relationship between difficulty and performance parameters of the game is setup using this model. Then, to make the model more reliable, difficulty parameters are adjusted to cope with the real performance of a player. Finally, the proposed scheme is tested on a survival game ‘Helip’ developed by us. The game shows satisfactory performance in response time, user friendliness, visual aesthetics and innovation based on opinion of the players. Moreover, the proposed difficulty balancing scheme is evaluated in terms of opinion score and player’s performance to be more balanced compared to state-of-the-art techniques. Our balancing scheme also has the lowest overhead in terms of running time.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100899"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172292","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}
引用次数: 0
A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field 用于再现体育专业学生模拟训练游戏的单目视觉身体增强算法
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100844
Guibo Liu, Mingze Wei
{"title":"A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field","authors":"Guibo Liu,&nbsp;Mingze Wei","doi":"10.1016/j.entcom.2024.100844","DOIUrl":"10.1016/j.entcom.2024.100844","url":null,"abstract":"<div><div>At present, the simulation training game for sports students has become an important auxiliary tool in the field of sports training. However, how to provide a more authentic and immersive experience has always been a hot and difficult research topic. In view of this, this paper proposes a method of visual sense enhancement based on monocular vision. In order to improve the accuracy of motion information extraction, Scale-invariant feature transform and sliding window filtering algorithm were used to optimize the results of motion information extraction. The experimental results show that the displacement acceleration and angular velocity on each axis vary significantly from frame to frame, for example, the Y-axis angular velocity varies from 0.178 to 0.924. The monocular vision enhancement algorithm can effectively reflect the dynamic characteristics of objects in the process of motion, help to simulate and reproduce the real motion of things on the field more accurately, and help to improve the skill level of athletes in the training process.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100844"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141841568","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}
引用次数: 0
Building imagination in 3D: The design by children with architecture and 3D printing 在3D中建立想象力:孩子们用建筑和3D打印进行设计
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100904
Bahar Sultan Qurraie, Ömer Özeren, Maman Sani Guero Na-Allah
{"title":"Building imagination in 3D: The design by children with architecture and 3D printing","authors":"Bahar Sultan Qurraie,&nbsp;Ömer Özeren,&nbsp;Maman Sani Guero Na-Allah","doi":"10.1016/j.entcom.2024.100904","DOIUrl":"10.1016/j.entcom.2024.100904","url":null,"abstract":"<div><div>This study investigates the potential of 3D printing to foster creativity, spatial thinking, and architectural understanding in young children. Through interactive workshops, children designed their dream homes and transformed their drawings into tangible 3D models using SketchUp software and 3D printing technology. The results demonstrate the effectiveness of this approach in igniting a passion for architecture and developing essential skills such as spatial reasoning, creativity, problem-solving, and confidence. Additionally, the 3D printing experience provided a tangible link between imagination and the built environment, inspiring future generations of designers. This study paves the way for integrating 3D printing into educational settings to revolutionize architectural education. Furthermore, the study revealed the positive impact of 3D printing on fostering collaboration and communication among children as they worked together to design and create their models.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100904"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172271","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}
引用次数: 0
Linguistic factors in digital entertainment success: How review readability affects movie outcomes on Chinese online platforms 数字娱乐成功的语言因素:评论可读性如何影响中国在线平台上的电影结果
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100911
Xi Fang , Aihua Han , Yifang Luo , WonHo Choi , Fan Zhang
{"title":"Linguistic factors in digital entertainment success: How review readability affects movie outcomes on Chinese online platforms","authors":"Xi Fang ,&nbsp;Aihua Han ,&nbsp;Yifang Luo ,&nbsp;WonHo Choi ,&nbsp;Fan Zhang","doi":"10.1016/j.entcom.2024.100911","DOIUrl":"10.1016/j.entcom.2024.100911","url":null,"abstract":"<div><div>Online movie reviews play a crucial role in shaping the digital entertainment landscape by influencing consumer decision-making. However, little research has investigated how the readability of these reviews impacts film performance. This paper examines the relationship between the readability of reviews on online platforms and movie market outcomes, including box office revenue, audience ratings, and popularity. We collected a dataset of 116,771 Chinese-language reviews from the Douban platform for 224 movies released in China between January 2019 and September 2022. Using natural language processing techniques, we calculated various readability metrics for each movie’s reviews. We then analyzed how these readability scores correlated with the movies’ economic and ratings performance. The results show that movies with more readable reviews tend to have higher box office returns, better audience reviews, and larger viewership. However, this effect is weakened when movies receive coverage from more authoritative official media sources or when the movies are not entertaining enough. We also find that the number of “useful” upvotes on reviews partially mediates the relationship between readability and movie outcomes. This study contributes novel insights into how the linguistic features of user-generated content can impact the success of digital entertainment products. The findings can help platforms design more effective review systems and assist studios in marketing movies online. Future work could extend this approach to other domains like book reviews or video game feedback.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100911"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172294","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}
引用次数: 0
The enduring appeal of Mahjong: Navigating the challenges of AI integration 麻将的持久魅力:应对人工智能整合的挑战
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100915
Ruicheng Sha , Weijia Shi
{"title":"The enduring appeal of Mahjong: Navigating the challenges of AI integration","authors":"Ruicheng Sha ,&nbsp;Weijia Shi","doi":"10.1016/j.entcom.2024.100915","DOIUrl":"10.1016/j.entcom.2024.100915","url":null,"abstract":"<div><div>Game is an important part of entertainment. This study applies Game Refinement Theory (GRT) to the zero-sum game of Mahjong, aiming to uncover its enduring appeal in terms of player engagement and to explore whether Mahjong can continue to attract players in the AI era. By applying Game Refinement Theory (GRT), we analyze real gameplay data from the online platform Tenhou and AI self-play data by akochan, following the Riichi Competition Rules (RCR). We calculate Game Refinement (GR) values to evaluate the balance between skill and chance in Mahjong. Our findings reveal that the GR value for human players averages around 0.088, indicating high engagement, while AI players exhibit GR values within the balanced range of 0.076, all within the range of game attractiveness. Key factors such as the number of riichi, furo, and player skill levels significantly influence game balance and excitement. Importantly, even as high-level players adopt AI strategies, Mahjong remains competitive and entertaining, suggesting that AI does not diminish its inherent appeal. These insights offer practical implications for game designers and AI developers aiming to enhance player experience and maintain game balance in the AI era.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100915"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172295","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}
引用次数: 0
A comparative analysis of game experience in treadmill running applications 跑步机跑步应用中游戏体验的比较分析
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100888
Micaela Y. Martin , Carlos Marín-Lora , Miguel Chover
{"title":"A comparative analysis of game experience in treadmill running applications","authors":"Micaela Y. Martin ,&nbsp;Carlos Marín-Lora ,&nbsp;Miguel Chover","doi":"10.1016/j.entcom.2024.100888","DOIUrl":"10.1016/j.entcom.2024.100888","url":null,"abstract":"<div><div>Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100888"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142247838","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}
引用次数: 0
The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process 表现程度对玩家的影响:探索玩家在游戏过程动态中的乐趣和参与度
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100887
Naying Gao , Mohd Nor Akmal Khalid , Hiroyuki Iida
{"title":"The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process","authors":"Naying Gao ,&nbsp;Mohd Nor Akmal Khalid ,&nbsp;Hiroyuki Iida","doi":"10.1016/j.entcom.2024.100887","DOIUrl":"10.1016/j.entcom.2024.100887","url":null,"abstract":"<div><div>This study explores the intricate dynamics between player performance, reward frequency, and unpredictability in gaming experiences within the context of game refinement theory. It introduces three key concepts: <span><math><mi>m</mi></math></span> (inherent game risk), <span><math><mi>k</mi></math></span> (player skill level), and <span><math><mi>N</mi></math></span> (reward frequency concerning reinforcement learning), and investigates how their interplay influences player engagement and enjoyment. The research aims to contribute theoretical advancements in game design, user experience, and behavioral psychology by employing the motion-in-mind model. The findings reveal that highly skilled players (lower <span><math><mi>k</mi></math></span>) derive greater enjoyment due to their ability to navigate uncertainties efficiently, reaching an equilibrium where the measure of game refinement (<span><math><mrow><mi>G</mi><mi>R</mi></mrow></math></span>) equals the measure of unpredictability (<span><math><mrow><mi>A</mi><mi>D</mi></mrow></math></span>). The study examines how players transition from <span><math><mrow><mi>k</mi><mo>=</mo><mn>3</mn></mrow></math></span> (average skill) to <span><math><mrow><mi>k</mi><mo>=</mo><mn>2</mn></mrow></math></span> (high skill), leading to a heightened gaming perception akin to perfect players. The research uncovers relationships between player skill (<span><math><mi>k</mi></math></span>), game risk (<span><math><mi>m</mi></math></span>), and reward frequency (<span><math><mi>N</mi></math></span>). Furthermore, we extend previous research by observing the ratio of GR and AD values (denoted as <span><math><mi>ϕ</mi></math></span>) to explore the balance between entertainment and surprise in different game types, providing valuable perspectives for practitioners and academicians.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100887"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142247839","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}
引用次数: 0
The revised model for initial and continued involvement in fantasy football 最初和持续参与梦幻足球的修订模型
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100917
Luke Wilkins , Jamie Churchyard , Zoella Zaborski , Ross Dowsett , Gary Britton
{"title":"The revised model for initial and continued involvement in fantasy football","authors":"Luke Wilkins ,&nbsp;Jamie Churchyard ,&nbsp;Zoella Zaborski ,&nbsp;Ross Dowsett ,&nbsp;Gary Britton","doi":"10.1016/j.entcom.2024.100917","DOIUrl":"10.1016/j.entcom.2024.100917","url":null,"abstract":"<div><div>Fantasy football (FF) is an online game that plays an increasingly central role in fan engagement with the sport. Wilkins et al.’s <span><span>[45]</span></span> Model for Initial and Continued Involvement in Fantasy Football (MICIFF) proposed several possible motivations for FF participation. The present study examined the validity of this model whilst also exploring potential age-related differences in perspectives. Integrative content analysis of qualitative responses from 698 FF players revealed support (i.e., &gt;8% coverage) for 12 of the 15 factors in the model, with ‘mimics real football’ (45.7 % coverage) and ‘maintaining friendships’ (44.8 %) most frequently cited. No evidence was found for two factors, whilst amendments were made to another factor. Two new factors emerged from the analysis. Chi-square tests identified significant differences between younger and older adults in five factors. These changes are reflected in a revised MICIFF. The findings enhance our understanding of why individuals participate in FF and have implications for both players and stakeholders in the game.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100917"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171732","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}
引用次数: 0
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