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Search Results (969)

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22 pages, 1515 KB  
Article
Living Rhythms: Investigating Networks and Relational Sensorial Island Rhythms Through Artistic Research
by Ann Burns
Arts 2026, 15(2), 31; https://doi.org/10.3390/arts15020031 - 3 Feb 2026
Abstract
Awaken, aware, arise, perform, pause, and repeat. The actions of the everyday. Without it, we fall into dysregulation. This paper seeks to examine creative research developed as an experiment during COVID-19, an audiovisualscape in virtual reality (VR). Rhythmanalysis+ is a social, ecological, and [...] Read more.
Awaken, aware, arise, perform, pause, and repeat. The actions of the everyday. Without it, we fall into dysregulation. This paper seeks to examine creative research developed as an experiment during COVID-19, an audiovisualscape in virtual reality (VR). Rhythmanalysis+ is a social, ecological, and sensorial enquiry into materiality, grounded in archipelagic thinking, through the lens of Rhythmanalysis, a form of analysis focusing on the everyday, through the lens of cyclical and linear rhythms. (Lefebvre). The research will also draw on Deleuze and Guattari’s rhizome theory, a botanical and philosophical investigation into networks. Networks form the backbone of the research. Lars Bang Larsen also argues that networks offer a distinctive view on how factual, speculative, historical, and non-human elements envelop and intertwine. Glissant’s archipelagic thought promotes transformation, multiplicity, and a sense of unpredictability. For this work, four inhabitants from Sherkin, a small island off the southwest coast of Ireland with a population of 100, became the research focus. Across four weeks, islanders gathered data from their daily sensory rhythms. Flight patterns of birds and bats were recorded, daily tasks noted, pathways cycled. Relational impacts of animal-odour on farming, weather, and tides were processed remotely, and an immersive cartographic score was created as a direct response in a three-dimensional virtual space. Rhythmanalysis+ analyses our newly altered perceptions of time and space as a material within a virtual world. VR, created as a gaming platform, is being pushed by art itself, forcing us to relook at the natural world, which is not static, but relational. Fluid but equally extractive, it is important to look at technology’s impact on all that is human and how it is perceived within the body as it is reframed digitally. Full article
(This article belongs to the Special Issue The Impact of the Visual Arts on Technology)
56 pages, 2761 KB  
Article
Evolutionary Analysis of Multi-Agent Interactions in the Digital Green Transformation of the Building Materials Industry
by Yonghong Ma and Zihui Wei
Systems 2026, 14(2), 161; https://doi.org/10.3390/systems14020161 - 2 Feb 2026
Abstract
Driven by the “dual carbon” goal and the strategy for cultivating new productive forces, China’s economy is undergoing a crucial transformation from high-speed growth to high-quality development. As a typical high-energy consumption and high-emission sector, the green and low-carbon transformation of the building [...] Read more.
Driven by the “dual carbon” goal and the strategy for cultivating new productive forces, China’s economy is undergoing a crucial transformation from high-speed growth to high-quality development. As a typical high-energy consumption and high-emission sector, the green and low-carbon transformation of the building materials industry directly affects the optimization of the national energy structure and the realization of ecological goals. However, traditional building material enterprises generally face practical challenges such as low resource utilization efficiency, insufficient digitalization and greening integration of the industrial chain, and weak green innovation momentum. The transformation actions of a single entity are difficult to break through systemic bottlenecks, and it is urgently necessary to establish a dynamic evolution mechanism involving multiple entities in collaboration. This paper aims to explore the evolutionary rules and stability of digital green (DG) transformation strategies of building materials enterprises (BMEs) under multi-agent interactions involving government, universities, and consumers. Centering on BMEs, a four-party evolutionary game model among the government, enterprises, universities, and consumers is constructed, and the evolutionary processes of strategic behaviors are characterized through replicator dynamic equations. Using MATLAB R2022 (Version number: 9.13.0.2049777) bnumerical simulations, this study investigates how key parameters, such as government subsidies, penalty intensity, and consumers’ green preferences, affect the transformation pathways of enterprises. The results reveal that the DG transformation behavior of BMEs is significantly influenced by governmental policy incentives and universities’ knowledge innovation. Stronger subsidies and penalties enhance enterprises’ willingness to adopt proactive DG strategies, while consumers’ green preferences further accelerate transformation through market mechanisms. Among multiple strategic combinations, active DG transformation emerges as the main evolutionarily stable strategy. This study provides a systematic multi-agent collaborative analysis framework for the transformation of BME DG, revealing the mechanisms by which policies, knowledge, and market demands influence enterprise decisions. Thus, it offers theoretical and decision-making references for the green and low-carbon transformation of the building materials industry. Full article
22 pages, 754 KB  
Article
Trophy Value as a Driver of Sustainable Game Management and Hunting Tourism in Croatia
by Stjepan Posavec, Melani Klanica, Damir Ugarković and Krešimir Krapinec
Sustainability 2026, 18(3), 1507; https://doi.org/10.3390/su18031507 - 2 Feb 2026
Abstract
Analysis of game management and trophy game populations in Osijek-Baranja County shows that this region is one of the most valuable hunting areas in Croatia, with rich populations of red deer, roe deer, and wild boar, as well as stable annual population growth. [...] Read more.
Analysis of game management and trophy game populations in Osijek-Baranja County shows that this region is one of the most valuable hunting areas in Croatia, with rich populations of red deer, roe deer, and wild boar, as well as stable annual population growth. The methodological framework included products and services in hunting based on data analysis from the Croatian Hunting Association, big-game trophy records (ETD forms), the Central Hunting Register, and the official price list of game culling and hunting services. Data on harvests and trophy values indicate long-term population stability and high economic potential of hunting, with red deer generating the highest total revenue (EUR 7.29 million), while roe deer and wild boar contribute to overall stability and harvest volume. The total trophy value over 12 hunting seasons reaches EUR 11.99 million, underscoring the economic importance of hunting tourism for local communities. Differences among hunting ground users suggest that private companies and the state company Croatian Forests Ltd. often achieve higher trophy values, while county hunting associations report more modest results. However, regression analysis shows there is not a strong statistical correlation between management structure and trophy outcomes, highlighting the significant influence of ecological and spatial factors on game quality. International hunters, primarily from Germany and Austria, represent a key segment of demand, confirming the market potential for further development of hunting tourism. Despite the rich natural base, results indicate the need for better marketing approach, digital visibility, and integration of hunting products with other forms of tourism, such as gastronomic, wine, and nature tourism. Effective positioning of Croatia as a competitive hunting destination requires adaptation to contemporary market trends and adherence to international sustainable management guidelines (FAO, ELC, CBD). In conclusion, hunting in Croatia represents an important non-wood forest product and a vital resource for rural and economic development. Sustainable population management, quality promotion, and integration of traditional and innovative practices are essential for reinforcing biodiversity conservation, supporting community livelihoods, and strengthening Croatia’s role in the European and global hunting-tourism market. Full article
(This article belongs to the Section Sustainable Forestry)
25 pages, 15399 KB  
Article
Development of Urban Digital Twins Using GIS and Game Engine Systems
by Anca Ene, Ana Cornelia Badea, Gheorghe Badea and Anca-Patricia Grădinaru
Land 2026, 15(2), 254; https://doi.org/10.3390/land15020254 - 2 Feb 2026
Viewed by 39
Abstract
Urban Digital Twins (UDTs) represent a recent application of Digital Twins (DTs), with the objective of replicating cities and providing a framework for urban planning. The utilization of UDTs provides a structured approach for the modeling and analysis of urban environments, incorporating a [...] Read more.
Urban Digital Twins (UDTs) represent a recent application of Digital Twins (DTs), with the objective of replicating cities and providing a framework for urban planning. The utilization of UDTs provides a structured approach for the modeling and analysis of urban environments, incorporating a range of geospatial data presented in both two-dimensional (2D) and three-dimensional (3D) formats. This article details the process of processing, modeling, and integrating urban geospatial data into a Digital Twin. Two integrations for end-user platforms were demonstrated using a Geographic Information System (GIS) and an Unreal Engine (UE5) game platform. GIS-based dashboard systems provide professionals with the tools necessary to monitor, analyze, and create scenarios, thereby promoting collaboration between authorities and citizens. Game engines have the potential to play a pivotal role in the development of future UDTs by facilitating the creation of immersive experiences that aid users in comprehending their environment and promoting citizen engagement. Full article
(This article belongs to the Special Issue Urban Planning Drives 3D City Development in Time and Space)
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4 pages, 137 KB  
Editorial
Editorial: Recent Advances in Computer-Assisted Learning
by Ananda Maiti
Computers 2026, 15(2), 80; https://doi.org/10.3390/computers15020080 - 1 Feb 2026
Viewed by 58
Abstract
Educational Technology (EdTech) is undergoing a profound transformation through three converging forces: the rapid maturation of artificial intelligence, the rise in immersive and game-based learning environments, and the large-scale phantomization of education through cloud computing, smart systems, and sustainable digital infrastructures [...] Full article
(This article belongs to the Special Issue Recent Advances in Computer-Assisted Learning)
30 pages, 2145 KB  
Article
Potions & Dragons: Player-Informed Web-Based Gamification for Science Attitudinal Change in Initial Teacher Education
by Gregorio Jiménez-Valverde, Noëlle Fabre-Mitjans and Gerard Guimerà-Ballesta
Computers 2026, 15(2), 78; https://doi.org/10.3390/computers15020078 - 1 Feb 2026
Viewed by 207
Abstract
This exploratory mixed-methods study examined whether a narrative-driven digital gamification platform, FantasyClass, grounded in the MDA (Mechanics–Dynamics–Aesthetics) framework and Bartle’s player typology (used as a cohort-level design input), was associated with science attitudinal change in preservice primary teachers. The quantitative component employed a [...] Read more.
This exploratory mixed-methods study examined whether a narrative-driven digital gamification platform, FantasyClass, grounded in the MDA (Mechanics–Dynamics–Aesthetics) framework and Bartle’s player typology (used as a cohort-level design input), was associated with science attitudinal change in preservice primary teachers. The quantitative component employed a one-group pretest–posttest (pre-experimental) within-participant design using a validated 22-item attitudes questionnaire (N = 23), structured across three temporal dimensions: past (retrospective experiences), present (current perceptions), and future (teaching expectations). Significant improvements were observed across all attitudinal dimensions with large effect sizes, most notably in students’ future expectations and confidence to teach science. Exploratory correlation analyses indicated that participants’ perceived motivational value of narrative and immersion elements was moderately associated with Future-dimension attitudinal gains. Qualitative thematic analysis of open-ended responses (n = 15) revealed enhanced motivation, reduced science anxiety, more positive perceptions of physics and chemistry, and strong intentions to adopt game-based and gamified strategies in future teaching practice. Convergence across quantitative and qualitative strands suggests that structurally coherent, player-type-informed narrative gamification may be associated with attitudinal transformation and early professional identity development in STEM teacher education, while recognizing that the design does not permit causal attribution. Full article
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26 pages, 1586 KB  
Article
Research on Dynamic Electricity Price Game Modeling and Digital Control Mechanism for Photovoltaic-Electric Vehicle Collaborative System
by Zixiu Qin, Hai Wei, Xiaoning Deng, Yi Zhang and Xuecheng Wang
World Electr. Veh. J. 2026, 17(2), 72; https://doi.org/10.3390/wevj17020072 - 31 Jan 2026
Viewed by 92
Abstract
Electric vehicles (EVs) and renewable energy generation are widely regarded as key drivers of low-carbon transformation in the transportation and energy sectors due to their emission reduction potential and environmental benefits. However, the inherent intermittency and volatility of photovoltaic (PV) power, coupled with [...] Read more.
Electric vehicles (EVs) and renewable energy generation are widely regarded as key drivers of low-carbon transformation in the transportation and energy sectors due to their emission reduction potential and environmental benefits. However, the inherent intermittency and volatility of photovoltaic (PV) power, coupled with increasingly stochastic and disorderly EV charging demand, pose significant challenges to grid stability and local renewable energy utilization. To address these issues, this paper proposes a dynamic pricing optimization approach based on a Stackelberg game framework, in which the PV charging station operator acts as the leader and EV users as followers. Unlike conventional models, the proposed framework explicitly incorporates user psychological expectations and response deviations through a three-stage “dead-zone-linear-saturation” responsiveness structure, thereby capturing the uncertainty and partial rationality of EV charging behavior. The upper-level objective seeks to maximize operator profit and enhance PV self-consumption, while the lower-level objective minimizes user energy cost under price-responsive charging decisions. The bilevel optimization problem is solved via a differential evolution (DE) algorithm combined with YALMIP+CPLEX. Simulation results for a regional PV-EV charging station show that the proposed strategy increases PV self-consumption to about 90.5% and shifts the load peak from 18:00–20:00 to 10:00–15:00, effectively aligning charging demand with PV output. Compared with both flat and standard time-of-use (TOU) tariffs, the dynamic pricing scheme yields higher operator profit (about 7% improvement over flat pricing) while keeping total user energy expenditure essentially unchanged. In addition, the cumulative carbon reduction cost over the operating cycle is reduced by approximately 4.1% relative to flat pricing and 1.9% relative to TOU pricing, demonstrating simultaneous economic and environmental benefits of the proposed game-based dynamic pricing framework. Full article
(This article belongs to the Section Energy Supply and Sustainability)
25 pages, 712 KB  
Article
What Drives Saudi Gamers? A Study of Gender, Genre, and Geography
by Sultan A. Alharthi
Behav. Sci. 2026, 16(2), 202; https://doi.org/10.3390/bs16020202 - 30 Jan 2026
Viewed by 136
Abstract
The rapid expansion of gaming and esports in Saudi Arabia has prompted new interest in understanding how social and regional factors shape digital play. One trend is the variation in gaming preferences and motivations across gender and geographic regions. Previous research on gaming [...] Read more.
The rapid expansion of gaming and esports in Saudi Arabia has prompted new interest in understanding how social and regional factors shape digital play. One trend is the variation in gaming preferences and motivations across gender and geographic regions. Previous research on gaming behavior has often centered on Western contexts and cross-national comparisons, overlooking how subcultural variation may shape players’ motivations and genre choices. Through a nationwide survey of gamers in Saudi Arabia, distributed via gaming community platforms, we examined how gender and region relate to gaming motivations, preferred genres, and intention to continue playing. Quantitative data were analyzed using inferential statistical methods, while qualitative responses were examined through thematic analysis to identify recurring patterns and contextual insights. Findings reveal that men are more likely to report performance and competition-driven motivations, while women show stronger preferences for escapism and casual gameplay. These results indicate that regional subcultures within Saudi Arabia shape gaming behavior, challenging generalized assumptions about player preferences. By demonstrating systematic regional differences in gaming motivations and preferences, this study extends games user research and informs the development of culturally responsive game design strategies. Full article
(This article belongs to the Special Issue Benefits of Game-Based Learning)
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21 pages, 2403 KB  
Article
Blockchain-Enabled Data Supply Chain Governance: An Evolutionary Game Model Based on Prospect Theory
by Jie Zhang and Jian Yang
Mathematics 2026, 14(3), 432; https://doi.org/10.3390/math14030432 - 26 Jan 2026
Viewed by 255
Abstract
With the continuous expansion of data trading, the data supply chain system has gradually developed and improved. However, frequent security issues during the data transaction process have seriously hindered the development of the digital economy. As a key link in the data supply [...] Read more.
With the continuous expansion of data trading, the data supply chain system has gradually developed and improved. However, frequent security issues during the data transaction process have seriously hindered the development of the digital economy. As a key link in the data supply chain, the data trading market needs to use blockchain technology to achieve full-chain supervision of the data supply chain, which has become a top priority. Based on prospect theory, this paper constructs an evolutionary game model composed of data suppliers, consumers and data trading markets at all levels. The main factors affecting the system game strategy are discussed. The results show that: (1) The development of the data supply chain system can be divided into three stages, and blockchain technology plays a key role in realizing full-chain supervision of the data transaction process. The costs of blockchain adoption, market rewards, and penalties significantly affect the behavior of all parties. (2) The behavior of data suppliers has strong negative externalities and affects other participants. In addition, the larger the size of the data transaction, the lower the probability of breach by the data provider. (3) Adopting blockchain technology and implementing effective incentives can promote the development of the data supply chain. Full article
(This article belongs to the Special Issue Dynamic Analysis and Decision-Making in Complex Networks)
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28 pages, 2690 KB  
Article
Two-Dimensional Dynamic Logic Resource Allocation for Scalable RIS Channel Emulation
by Dan Fei, Haobo Zhang, Chen Chen, Hao Zhou, Peng Zheng, Guoyu Wang, Cheng Li, Jiayi Zhang, Zhaohui Song and Bo Ai
Sensors 2026, 26(3), 813; https://doi.org/10.3390/s26030813 - 26 Jan 2026
Viewed by 176
Abstract
This paper addresses the critical scalability challenge in Hardware-in-the-Loop (HIL) channel emulation for massive RIS-assisted 6G environments. We propose a Two-Dimensional Dynamic Logic Resource Allocation (2D-DLRA) architecture that decouples physical RF ports from baseband processing resources through hierarchical pooling at both the session [...] Read more.
This paper addresses the critical scalability challenge in Hardware-in-the-Loop (HIL) channel emulation for massive RIS-assisted 6G environments. We propose a Two-Dimensional Dynamic Logic Resource Allocation (2D-DLRA) architecture that decouples physical RF ports from baseband processing resources through hierarchical pooling at both the session level and the multipath level. By jointly virtualizing Logical Units (LUs) and Multipath Processing Units (MPUs), the proposed architecture overcomes the dual inefficiency of port underutilization and path-level sparsity inherent in conventional static designs. A rigorous analytical framework combining hierarchical queuing theory and non-cooperative game theory is developed to characterize system capacity, blocking probability, and user contention under heterogeneous workloads. Simulation results demonstrate that, under a strict QoS constraint of 1% blocking probability, the proposed 2D-DLRA architecture achieves a multi-fold increase in supported user capacity compared to static allocation with the same hardware resources. Moreover, for an end-to-end emulation error threshold of 3%, 91.8% of users meet the QoS requirement, compared to only 73.6% in static architectures. The results further show that dynamic pooling enables near-saturated hardware utilization, in contrast to the single-digit utilization typical of static designs in sparse RIS scenarios. These findings confirm that 2D-DLRA provides a scalable and hardware-efficient solution for large-scale RIS channel emulation, offering practical design guidelines for next-generation 6G HIL testing platforms. Full article
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16 pages, 940 KB  
Article
Acceptability, Usability, and Clinical Integration of a Clinic-Based Digital Game for HPV Education: Qualitative Perspectives from Adolescents, Parents, and Healthcare Providers
by Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley and Angela Chia-Chen Chen
Vaccines 2026, 14(2), 116; https://doi.org/10.3390/vaccines14020116 - 26 Jan 2026
Viewed by 187
Abstract
Background/Objectives: HPV vaccination is safe, effective, and recommended at ages 11–12, yet uptake remains suboptimal. Serious video games may offer an innovative strategy to deliver brief, engaging education during clinic visits. This qualitative paper, embedded within a mixed-methods study, examined adolescents’, parents’, and [...] Read more.
Background/Objectives: HPV vaccination is safe, effective, and recommended at ages 11–12, yet uptake remains suboptimal. Serious video games may offer an innovative strategy to deliver brief, engaging education during clinic visits. This qualitative paper, embedded within a mixed-methods study, examined adolescents’, parents’, and healthcare providers’ (HCPs’) perceptions of the acceptability, usability, and perceived clinical applicability of HPV Detective, a tablet-based digital game designed to provide HPV-related education to parent–child dyads during pediatric clinic wait times. Methods: Eight adolescent–parent dyads (N = 16) and three HCPs from university-affiliated pediatric clinics participated in 30–60-min semi-structured Zoom interviews. Interviews were audio-recorded, transcribed, and thematically analyzed by two coders, with discrepancies resolved by consensus and reviewed by a third researcher. Results: Participants identified five key dyadic themes and four HCP themes. Adolescents described the gameplay as intuitive and enjoyable, highlighting interactive challenges and realistic avatars. Parents valued the clarity of HPV information and noted that the game helped initiate health-related conversations. Both adolescents and parents suggested enhancements including voice narration and greater customization and agreed that the game was well suited for 10–15-min clinic wait times, with text messaging preferred for follow-up. HCPs emphasized challenges such as parental hesitancy and competing clinical demands and viewed the game as a feasible adjunct to support vaccine-related discussions. Conclusions: Findings suggest the acceptability, usability, and perceived clinical applicability of a brief, clinic-based digital game for HPV-related education and engagement among adolescents and their parents. Full article
(This article belongs to the Special Issue Vaccines for the Vulnerable Population)
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21 pages, 1961 KB  
Article
Design and Evaluation of a Generative AI-Enhanced Serious Game for Digital Literacy: An AI-Driven NPC Approach
by Suepphong Chernbumroong, Kannikar Intawong, Udomchoke Asawimalkit, Kitti Puritat and Phichete Julrode
Informatics 2026, 13(1), 16; https://doi.org/10.3390/informatics13010016 - 21 Jan 2026
Viewed by 282
Abstract
The rapid proliferation of misinformation on social media underscores the urgent need for scalable digital-literacy instruction. This study presents the design and evaluation of a Generative AI-enhanced serious game system that integrates Large Language Models (LLMs) to drive adaptive non-player characters (NPCs). Unlike [...] Read more.
The rapid proliferation of misinformation on social media underscores the urgent need for scalable digital-literacy instruction. This study presents the design and evaluation of a Generative AI-enhanced serious game system that integrates Large Language Models (LLMs) to drive adaptive non-player characters (NPCs). Unlike traditional scripted interactions, the system employs role-based prompt engineering to align real-time AI dialogue with the Currency, Relevance, Authority, Accuracy, and Purpose (CRAAP) framework, enabling dynamic scaffolding and authentic misinformation scenarios. A mixed-method experiment with 60 undergraduate students compared this AI-driven approach to traditional instruction using a 40-item digital-literacy pre/post test, the Intrinsic Motivation Inventory (IMI), and open-ended reflections. Results indicated that while both groups improved significantly, the game-based group achieved larger gains in credibility-evaluation performance and reported higher perceived competence, interest, and effort. Qualitative analysis highlighted the HCI trade-off between the high pedagogical value of adaptive AI guidance and technical constraints such as system latency. The findings demonstrate that Generative AI can be effectively operationalized as a dynamic interface layer in serious games to strengthen critical reasoning. This study provides practical guidelines for architecting AI-NPC interactions and advances the theoretical understanding of AI-supported educational informatics. Full article
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19 pages, 13379 KB  
Perspective
The Affordances of AI-Powered, Deepfake, Avatar Creator Systems in Archaeological Facial Depiction and the Related Changes in the Cultural Heritage Sector
by Caroline M. Wilkinson, Mark Roughley, Ching Yiu Jessica Liu, Sarah Shrimpton, Cydney Davidson and Thomas Dickinson
Appl. Sci. 2026, 16(2), 1023; https://doi.org/10.3390/app16021023 - 20 Jan 2026
Viewed by 475
Abstract
Technological advances have influenced and changed cultural heritage in the galleries, libraries, archives, and museums (GLAM) sector by facilitating new forms of experimentation and knowledge exchange. In this context, this paper explores the evolving practice of archaeological facial depiction using AI-powered deepfake avatar [...] Read more.
Technological advances have influenced and changed cultural heritage in the galleries, libraries, archives, and museums (GLAM) sector by facilitating new forms of experimentation and knowledge exchange. In this context, this paper explores the evolving practice of archaeological facial depiction using AI-powered deepfake avatar creator software programs, such as Epic Games’ MetaHuman Creator (MHC), which offer new affordances in terms of agility, realism, and engagement, and build upon traditional workflows involving the physical sculpting or digital modelling of faces from the past. Through a case-based approach, we illustrate these affordances via real-world applications, including four-dimensional portraits, multi-platform presentations, Augmented Reality (AR), and enhanced audience interaction. We consider the limitations and challenges of these digital avatar systems, such as misrepresentation or cultural insensitivity, and we position this advanced technology within the broader context of digital heritage, considering both the technical possibilities and ethical concerns around synthetic representations of individuals from the past. Finally, we propose that the use of MHC is not a replacement for current practice, but rather an augmentation, expanding the potential for storytelling and public learning outcomes in the GLAM sector, as a result of increased efficiency and new forms of public engagement. Full article
(This article belongs to the Special Issue Application of Digital Technology in Cultural Heritage)
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17 pages, 2562 KB  
Article
A Game Theory Model for Network Attack–Defense Strategy Selection in Power Internet of Things
by Danni Liu, Ting Lv, Weijia Su, Li Cong and Di Wu
Electronics 2026, 15(2), 426; https://doi.org/10.3390/electronics15020426 - 19 Jan 2026
Viewed by 247
Abstract
As the digitalization and intelligent transformation of power systems accelerates, the Power Internet of Things (PIoT) plays a pivotal role in ensuring efficient energy transmission and real-time regulation. However, this openness and interconnectivity also expose the system to diverse cyber threats, where attackers [...] Read more.
As the digitalization and intelligent transformation of power systems accelerates, the Power Internet of Things (PIoT) plays a pivotal role in ensuring efficient energy transmission and real-time regulation. However, this openness and interconnectivity also expose the system to diverse cyber threats, where attackers can disrupt stable power communication and dispatch operations through means such as data tampering, denial-of-service attacks, and control intrusion. To characterize the dynamic adversarial process between attackers and defenders in the PIoT, this paper constructs a zero-sum differential game model for cyber attack–defense strategy selection. To achieve equilibrium in the formulated differential game, optimal control theory is employed to solve the optimization problems of the game participants, thereby deriving the optimal strategies for both attackers and defenders. Finally, simulation results illustrate the evolution of network resource competition between attackers and defenders in the PIoT. The results also demonstrate that our proposed model can effectively and accurately describe the evolution of the system security state and the impact of strategic interactions between attackers and defenders. Full article
(This article belongs to the Special Issue Intelligent Solutions for Network and Cyber Security)
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16 pages, 586 KB  
Article
Rethinking Gaming Disorder Prevention: A Socio-Ecological Model Based on Practitioner Insights
by Maya Geudens, Rozane De Cock, Bieke Zaman and Bruno Dupont
Int. J. Environ. Res. Public Health 2026, 23(1), 117; https://doi.org/10.3390/ijerph23010117 - 17 Jan 2026
Viewed by 231
Abstract
Current approaches to gaming disorder prevention remain comparatively narrow, and prevention efforts are frequently underdeveloped and fragmented. Using the socio-ecological model (SEM), this qualitative study mapped frontline practitioners’ perceived obstacles and opportunities to develop a multi-level, practice-grounded framework for policy and implementation. Semi-structured [...] Read more.
Current approaches to gaming disorder prevention remain comparatively narrow, and prevention efforts are frequently underdeveloped and fragmented. Using the socio-ecological model (SEM), this qualitative study mapped frontline practitioners’ perceived obstacles and opportunities to develop a multi-level, practice-grounded framework for policy and implementation. Semi-structured interviews were conducted with 18 prevention professionals in Flanders (Dutch-speaking Belgium), recruited via purposive and snowball sampling. A hybrid inductive–deductive analysis—iterative coding guided by Layder’s adaptive theory—organized findings across SEM levels. At the public policy level, participants highlighted insufficient sustainable funding but saw potential in coordinated frameworks moving prevention beyond substance-focused agendas. At the community level, a clear knowledge gap emerged, with opportunities in integrating gaming within broader digital well-being efforts. Institutionally, the absence of practical tools and clear referral pathways was noted, in addition to high participation barriers, whereas accessible programs with targeted outreach were viewed as promising. Interpersonally, parental disengagement was common, but early involvement and pedagogical guidance were seen as key levers. At the intrapersonal level, limited self-insight and emotion regulation impeded change, while resilience, self-confidence, and offline activities were protective. This first empirical application of the SEM to gaming disorder prevention highlights the need for a multi-level, context-sensitive framework that bridges public health and digital media perspectives. Full article
(This article belongs to the Section Behavioral and Mental Health)
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