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Search Results (4,086)

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Keywords = game development

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29 pages, 4477 KB  
Article
The Effectiveness of an Augmented Reality-Based Early Intervention Program Using Interactive Games to Enhance Eye Contact as a Nonverbal Communication Skill in Children with Autism: A Single-Case Experimental Design
by Shoeb Saleh and Rommel AlAli
J. Intell. 2026, 14(4), 64; https://doi.org/10.3390/jintelligence14040064 - 10 Apr 2026
Abstract
Children with Autism Spectrum Disorder (ASD) frequently exhibit marked impairments in nonverbal communication, particularly in eye contact, which serves as a foundational element for social interaction and relational development. This study evaluated the effectiveness of an early intervention program utilizing interactive games supported [...] Read more.
Children with Autism Spectrum Disorder (ASD) frequently exhibit marked impairments in nonverbal communication, particularly in eye contact, which serves as a foundational element for social interaction and relational development. This study evaluated the effectiveness of an early intervention program utilizing interactive games supported by Augmented Reality (AR) technology to enhance eye contact behaviors, specifically initiation and maintenance, in children with autism. Using a multiple baseline across participants single-case experimental design, four boys (aged 5–7 years) diagnosed with ASD participated in an 8-week intervention at a specialized center in Saudi Arabia. The intervention featured tablet-based, gamified AR tasks incorporating real-time visual feedback, graduated difficulty levels, and reinforcement mechanisms designed to elicit social gaze and sustained eye contact. Eye contact duration and frequency were measured during structured social interactions via systematic direct observation. The results demonstrated significant improvements across all participants, with the mean duration of eye contact increasing from a baseline of 2.0 s to 5.8 s post-intervention. Visual analysis revealed robust treatment effects, further supported by substantial Tau-U effect sizes (range = 0.89–0.96; M = 0.93). Follow-up data collected three weeks post-intervention confirmed the maintenance of gains for three of the four participants. These findings suggest that AR-based interventions provide an effective and culturally responsive approach for enhancing specific nonverbal communication behaviors among children with autism in Middle Eastern contexts. Implications for clinical practice and directions for future research are discussed. Full article
32 pages, 2513 KB  
Article
A Sustainability-Oriented Framework for Evaluating the “Hardcore Strength” of World-Class Ports: Multi-Dimensional Indicators and Game-Theoretic Weight Integration
by Xiangzhi Jin, Xiwen Lou, Wenbo Su, Manel Grifoll, Zhengfeng Huang, Guiyun Liu and Pengjun Zheng
Sustainability 2026, 18(8), 3751; https://doi.org/10.3390/su18083751 - 10 Apr 2026
Abstract
Building world-class ports requires not only scale expansion but also sustainable structural capability. However, the concept of port “hardcore strength” remains insufficiently clarified and operationalized in existing sustainability and port evaluation research. In this study, port hardcore strength is understood as an integrated [...] Read more.
Building world-class ports requires not only scale expansion but also sustainable structural capability. However, the concept of port “hardcore strength” remains insufficiently clarified and operationalized in existing sustainability and port evaluation research. In this study, port hardcore strength is understood as an integrated capability framework covering infrastructure efficiency and logistics capability, connectivity and regional integration, maritime services and industrial clustering, strategic leadership and innovation capability, and sustainable governance and green port development. This study proposes a sustainability-oriented evaluation framework for assessing the “hardcore strength” of world-class ports through a multi-dimensional indicator system. Methodologically, the study integrates the EWM and CRITIC, and introduces Bland–Altman analysis to examine whether the EWM and CRITIC weight vectors exhibit an obvious systematic bias prior to game-theoretic integration. Using 18 representative global ports from 2019 to 2023 as a case study, the results show that the overall ranking structure remains broadly stable, with Singapore Port and Shanghai Port consistently ranking first and second, respectively, while some middle-ranked ports exhibit moderate positional changes. The findings suggest that differences in world-class port development are rooted not only in operational scale, but also in the coordination of multiple capability dimensions. The study enriches the understanding of world-class port evaluation from a sustainability-oriented perspective. Full article
(This article belongs to the Section Sustainable Transportation)
19 pages, 266 KB  
Article
The Virtue of Violence in Sport
by Evan Thomas Knott
Philosophies 2026, 11(2), 60; https://doi.org/10.3390/philosophies11020060 - 10 Apr 2026
Abstract
This paper explores the ethical dimensions of violence in sporting contexts, proposing that violence can be a virtue when characterized by controlled physicality. While society often views violence negatively, the paper argues that within rule-governed sports, certain forms of violence are morally permissible, [...] Read more.
This paper explores the ethical dimensions of violence in sporting contexts, proposing that violence can be a virtue when characterized by controlled physicality. While society often views violence negatively, the paper argues that within rule-governed sports, certain forms of violence are morally permissible, strategically valuable, and essential to upholding the integrity of the game. Drawing on Suitsian terms and Kantian ethics, the paper develops a theory of lusory violence, distinguishing it from uncontrolled physicality or unmitigated violence. By examining the roles of enforcers in hockey, the development of MMA, and the ethics of sport jiu-jitsu, the paper suggests that violence is acceptable within a lusory framework only when it is purposive, strategically relevant, and constrained by rules that prioritize technical skill over raw damage. Ultimately, the paper argues that the ability to modulate violent behaviour represents a form of moral development, framing virtuous violence as a necessary tool for maintaining natural justice and personal excellence within specific sporting environments. Yet, virtuous violence is subordinate to technique, justice, and other defining elements of sports. Full article
(This article belongs to the Special Issue Philosophy of Sport and Physical Culture)
11 pages, 236 KB  
Article
Veterinary Medicine Students’ Perceptions of Hunting and Game Meat: A Cross-Sectional Survey at a Portuguese University
by Sara Marques, Ricardo J. Figueiredo, Alexandra Müller and Eduarda Gomes-Neves
Animals 2026, 16(8), 1149; https://doi.org/10.3390/ani16081149 - 9 Apr 2026
Abstract
Background: Veterinarians are pivotal to wildlife health surveillance and game-meat safety, yet these topics receive limited emphasis in many veterinary curricula. Understanding students’ perceptions can inform targeted educational improvements. Methods: We conducted a cross-sectional, anonymous online survey among students enrolled in the Integrated [...] Read more.
Background: Veterinarians are pivotal to wildlife health surveillance and game-meat safety, yet these topics receive limited emphasis in many veterinary curricula. Understanding students’ perceptions can inform targeted educational improvements. Methods: We conducted a cross-sectional, anonymous online survey among students enrolled in the Integrated Master’s in Veterinary Medicine at ICBAS-UP (Portugal). The questionnaire covered sociodemographic, meat and game-meat consumption, perceived appeal of working with game animals, and multi-select views on hunting, game-meat consumption and the veterinary role. We computed descriptive statistics and tested associations between categorical variables using Pearson’s Chi-square or Fisher’s exact tests (Monte Carlo correction when appropriate). Results: Of the 391 eligible students, 152 responded (39%). The majority (76%) associated hunting with veterinary inspection of game meat and research in epidemiology and emerging diseases, and many (72%) recognized as core roles monitoring the health of game animals and the contribution to public health and environmental sustainability. Significant associations included: prior game-meat consumption with finding game animals appealing/interest in learning more; year of enrolment with recognising hunting as an economic activity and acknowledging veterinary inspection and public health contributions; and perceiving game animals as appealing with associating hunting with population control (all p < 0.05; Cramer’s V indicating weak–moderate effects). Conclusions: Students show awareness of veterinary roles in game-animal health and meat inspection, but interest in working with game animals is low and knowledge gaps persist (e.g., inspection of game meat). Findings support curricular integration of wildlife health, game-meat inspection and One Health. Multicenter studies and evaluation of educational interventions are warranted. Full article
43 pages, 2084 KB  
Article
Enhancing Resilience and Profitability in Electric Construction Machinery Leasing Supply Chain: A Differential Game Analysis of Maintenance and Contract Design
by Xuesong Chen, Tingting Wang, Meng Li, Shiju Li, Diyi Gao, Yuhan Chen and Kaiye Gao
Sustainability 2026, 18(8), 3722; https://doi.org/10.3390/su18083722 - 9 Apr 2026
Abstract
The production and leasing of electric construction machinery play a critical role in the low-carbon transition. However, from a multi-cycle dynamic perspective, there is a lack of targeted research on how to enhance electric goodwill and AI-enabled maintenance service levels while maximizing enterprise [...] Read more.
The production and leasing of electric construction machinery play a critical role in the low-carbon transition. However, from a multi-cycle dynamic perspective, there is a lack of targeted research on how to enhance electric goodwill and AI-enabled maintenance service levels while maximizing enterprise profits. To fill this gap, this study incorporates AI-enabled O&M effort, R&D technology, AI-enabled maintenance effort, and advertising effort into a long-term dynamic framework to examine optimal decisions for the manufacturer and the lessor. We assume that the information in the leasing supply chain is symmetric, that the marginal profits of the manufacturer and the lessor are fixed parameters, and that the AI-enabled maintenance service effort level and the electric goodwill are taken as state variables. We develop differential game models across four decision cases: centralized (Case C), decentralized (Case D), unilateral cost-sharing contract (Case U), and bilateral cost-sharing contract (Case B). Results demonstrate monotonic state variable trajectories. Both Case U and Case B can achieve supply chain coordination, with the profit-sharing mechanism in Case B proving superior. In addition, the optimal cost-sharing proportion depends on the relative sizes of the manufacturer’s and the lessor’s marginal profits in both Case U and Case B. The AI-enabled maintenance service plays a significant role in enhancing equipment reliability and supply chain resilience. In addition, the impacts of key parameters on optimal decision variables, state variables, profits, and coordination of the leasing supply chain are comprehensively discussed. Full article
19 pages, 313 KB  
Review
Cognitive Diagnosis Computerized Adaptive Testing (CD-CAT) for Adolescent Internet Gaming Disorder: A Conceptual Assessment Framework
by Min Jia and Jing Liu
Behav. Sci. 2026, 16(4), 558; https://doi.org/10.3390/bs16040558 - 8 Apr 2026
Abstract
Internet Gaming Disorder (IGD) has become a major behavioral health concern among adolescents, yet current assessment tools remain limited. These tools often fail to capture the disorder’s complex symptom variations and lack clinical interpretability. This study, taking an interdisciplinary approach that combines clinical [...] Read more.
Internet Gaming Disorder (IGD) has become a major behavioral health concern among adolescents, yet current assessment tools remain limited. These tools often fail to capture the disorder’s complex symptom variations and lack clinical interpretability. This study, taking an interdisciplinary approach that combines clinical psychology and psychometrics, summarizes recent progress in understanding adolescent IGD and the development of its assessment methods. We compare the diagnostic criteria of the DSM-5 TR and ICD-11 and argue that the nine DSM-5 TR criteria are particularly suited for transformation into distinct diagnostic attributes due to their detailed and actionable nature. We then review the strengths and weaknesses of Classical Test Theory (CTT), Item Response Theory (IRT), and Cognitive Diagnostic Models (CDMs) in assessing IGD. The review emphasizes the limitations of total-score and single latent-trait approaches in capturing the disorder’s multidimensional symptoms. Based on these insights, we propose a conceptual assessment framework, Cognitive Diagnosis Computerized Adaptive Testing (CD-CAT), that integrates CDMs with computerized adaptive testing. Rather than presenting an empirically validated system, this framework offers a theoretically grounded proposal that specifies the key components, logical relationships, and methodological pathways necessary for advancing precision assessment of adolescent IGD. CD-CAT uses a system of attributes and a Q-matrix based on the DSM-5 TR criteria to efficiently classify IGD symptoms in adolescents, reducing the number of items required while enhancing clinical relevance. Lastly, we discuss the theoretical contributions of the proposed framework, acknowledge its limitations as a conceptual proposal, and outline directions for future empirical research. Full article
24 pages, 2355 KB  
Article
Manufacturers’ Trade-in Channel Selection in a Closed-Loop Supply Chain Under Carbon Cap-And-Trade and Carbon Tax Policies
by Hongchun Wang, Haiyue Yin and Caifeng Lin
Sustainability 2026, 18(8), 3671; https://doi.org/10.3390/su18083671 - 8 Apr 2026
Abstract
This study investigates trade-in channel selection in a closed-loop supply chain under a hybrid carbon policy framework that integrates cap-and-trade and carbon taxation. Game-theoretic models are developed for three manufacturer-led channels: manufacturer trade-in (M-CX), retailer trade-in (R-CX), and third-party trade-in (T-CX). The analysis [...] Read more.
This study investigates trade-in channel selection in a closed-loop supply chain under a hybrid carbon policy framework that integrates cap-and-trade and carbon taxation. Game-theoretic models are developed for three manufacturer-led channels: manufacturer trade-in (M-CX), retailer trade-in (R-CX), and third-party trade-in (T-CX). The analysis examines pricing strategies, profitability, and carbon emission reductions across these channels. The key findings are as follows: (1) Carbon tax consistently compresses manufacturer profits, whereas cap-and-trade mechanisms exhibit a non-linear U-shaped effect. Manufacturer profits remain highest under the M-CX channel, irrespective of policy intensity. (2) Retail prices are most sensitive to carbon policies under the T-CX channel, where trade-in rebates increase with carbon intensity. The R-CX channel sustains higher retail prices and rebates than M-CX, while T-CX surpasses both under conditions of high carbon intensity. (3) Carbon emission reductions decline sharply under M-CX and R-CX as policy stringency increases. In contrast, the T-CX channel establishes a buffering mechanism through rising rebates, exhibiting the slowest rate of decline. At low carbon intensity, T-CX yields the lowest reduction levels; however, under high intensity, it overtakes the other channels to achieve the highest reduction. This study offers insights for manufacturers’ channel selection and government policy coordination under hybrid carbon regulation regimes. Full article
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22 pages, 1792 KB  
Article
Low-Carbon Economic Optimization and Collaborative Management of Virtual Power Plants Based on a Stackelberg Game
by Bing Yang and Dongguo Zhou
Energies 2026, 19(8), 1821; https://doi.org/10.3390/en19081821 - 8 Apr 2026
Abstract
To address the challenges of low-carbon economic optimization and collaborative management for multiple Virtual Power Plants (VPPs), this paper proposes a low-carbon economic optimization and collaborative management method based on a Stackelberg game framework. Firstly, a Stackelberg game model is constructed with the [...] Read more.
To address the challenges of low-carbon economic optimization and collaborative management for multiple Virtual Power Plants (VPPs), this paper proposes a low-carbon economic optimization and collaborative management method based on a Stackelberg game framework. Firstly, a Stackelberg game model is constructed with the Distribution System Operator (DSO) as the leader and multiple VPPs as followers. The leader (DSO) guides the followers’ behavior through dynamic pricing strategies to maximize its own utility. Meanwhile, the followers (VPPs) develop energy management strategies to minimize their individual costs, taking into account factors such as energy transaction costs, fuel costs, carbon trading costs, operation and maintenance (O&M) costs, compensation costs, and renewable energy generation revenues. Furthermore, the strategy spaces of all participants are defined, and an optimization model is established subjected to constraints including energy balance, energy storage operation, power conversion, and flexible load response. The CPLEX solver and Nonlinear-based Chaotic Harris Hawks Optimization (NCHHO) algorithm are employed to solve the proposed game model. Simulation results demonstrate that the proposed method effectively facilitates collaboration between the DSO and multiple VPPs. While ensuring the safe operation of the system, it balances the profit between the DSO and VPPs, and incentivizes renewable energy consumption and indirect carbon reduction, thereby validating the effectiveness and superiority of the method and providing reliable technical support for the low-carbon collaborative operation of multiple VPPs. Full article
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20 pages, 1226 KB  
Article
Enabling Reuse and Recycling in Circular Supply Chains: A Game-Theoretic Analysis of Glass Bottle Refilling
by Ehsan Dehghan, Behzad Maleki Vishkaei and Pietro De Giovanni
Logistics 2026, 10(4), 83; https://doi.org/10.3390/logistics10040083 - 7 Apr 2026
Abstract
Background: Circular economy (CE) practices, such as glass bottle refilling, are critical to the beverage industry’s sustainability. However, coordinating manufacturer marketing efforts with collector reverse logistics investment remains a strategic challenge. Methods: This study develops a Stackelberg game-theoretic model featuring a [...] Read more.
Background: Circular economy (CE) practices, such as glass bottle refilling, are critical to the beverage industry’s sustainability. However, coordinating manufacturer marketing efforts with collector reverse logistics investment remains a strategic challenge. Methods: This study develops a Stackelberg game-theoretic model featuring a manufacturer and a collector. The model incorporates communication effort as a demand driver and analyzes the role of bottle quality (damage rates) and the reusable bottle unit cost on the optimal decisions of the players and the collection rate. Results: Equilibrium analysis shows that the quality of the reusable bottle and the rate of bottle damage are crucial in reducing the operational costs of the refilling program. Additionally, these factors significantly influence the decisions made by manufacturers and collectors regarding their investments in communication and collection systems. Conclusions: The study demonstrates that successful refilling requires strategic coordination between manufacturers and collectors, particularly in terms of communication and investment in reverse logistics. Managerial insights indicate that investing in the quality of bottles is the key factor for achieving joint profitability. Full article
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38 pages, 4882 KB  
Article
Market Operation Strategy for Wind–Hydro-Storage in Spot and Ramping Service Markets Under the Ramping Cost Responsibility Allocation Mechanism
by Yuanhang Zhang, Xianshan Li and Guodong Song
Energies 2026, 19(7), 1799; https://doi.org/10.3390/en19071799 - 7 Apr 2026
Abstract
The ramping requirement in new power systems primarily stems from net load variations and forecast errors of renewable energy and load. Designing an equitable cost allocation mechanism for ramping services based on these factors facilitates incentives for generation and load to actively reduce [...] Read more.
The ramping requirement in new power systems primarily stems from net load variations and forecast errors of renewable energy and load. Designing an equitable cost allocation mechanism for ramping services based on these factors facilitates incentives for generation and load to actively reduce ramping demands, thereby alleviating system ramping pressure. Accordingly, this paper proposes a fair ramping cost allocation mechanism based on the ramping responsibility coefficients of market participants. Under this mechanism, a market-oriented operation model for wind–hydro-storage joint operation is established to verify its effectiveness in market applications. First, a ramping cost allocation mechanism is constructed based on ramping responsibility coefficients. According to the responsibility coefficients of market participants for deterministic and uncertain ramping requirements, ramping costs are allocated to the corresponding contributors in proportion to the ramping demands caused by net load variations, load forecast deviations, and renewable energy forecast deviations. Specifically, for costs arising from renewable energy forecast errors, an allocation mechanism is designed based on the difference between the declared error range and the actual error. Second, within this allocation framework, hydropower and storage (including cascade hydropower and hybrid pumped storage) are utilized as flexible resources to mitigate wind power uncertainty and reduce its ramping costs. A two-stage day-ahead and real-time bi-level game model for wind–hydro-storage cooperative decision-making is developed. The upper level optimizes bilateral trading and market bidding strategies for wind–hydro-storage, while the lower level simulates the market clearing process. Through Stackelberg game modeling, joint optimal operation of wind–hydro-storage is achieved, ensuring mutual benefits. Finally, simulation results validate that the proposed ramping cost allocation mechanism can guide renewable energy to improve output controllability through economic signals. Furthermore, the bilateral trading and coordinated market participation of wind–hydro-storage realize win–win outcomes, reduce the ramping cost allocation for wind power by 23.10%, effectively narrow peak-valley price differences, and enhance market operational efficiency. Full article
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31 pages, 3106 KB  
Article
Display Slot Competition and Multi-Homing in Ride-Hailing Aggregator Platforms: A Game-Theoretic Analysis of Profit and Welfare Implications
by Xuepan Guo and Guangnian Xiao
Sustainability 2026, 18(7), 3625; https://doi.org/10.3390/su18073625 - 7 Apr 2026
Abstract
The rise in aggregation platforms has reshaped the competitive ride-hailing market. Display slots (i.e., platform-determined ranking priority) have become a key tool for influencing order allocation. Their interaction with drivers’ multi-homing behavior poses new challenges for platform sustainability. This paper constructs a two-stage [...] Read more.
The rise in aggregation platforms has reshaped the competitive ride-hailing market. Display slots (i.e., platform-determined ranking priority) have become a key tool for influencing order allocation. Their interaction with drivers’ multi-homing behavior poses new challenges for platform sustainability. This paper constructs a two-stage Stackelberg game model with one aggregator and two underlying ride-hailing platforms. Display slots enhance supply-side lock-in, while a waiting time function links passenger utility to demand allocation. Building on theoretical analysis of two-sided market competition and multi-homing effects, we propose two hypotheses: (H1) under specific conditions, competition for display slots may lead to a Prisoner’s Dilemma equilibrium, and (H2) the proportion of multi-homing drivers positively moderates this dilemma, thereby expanding its occurrence range. Numerical simulation results under baseline parameter settings reveal that display slots generate a supply-side amplification effect by locking in multi-homing drivers. In symmetric markets, a prisoner’s dilemma range exists where mutual purchase erodes collective profits; this range expands with the share of multi-homing drivers. Higher driver profit sensitivity raises the threshold required for display slots to be profitable. In asymmetric markets, dominant platforms (strong brands, low costs) gain more from display slots, potentially leading to unilateral purchasing. Social welfare effects of display slot competition depend on a critical threshold of waiting-time sensitivity: social welfare improves above the threshold and declines below it. This study clarifies the boundaries of display slots as supply-side non-price competitive tools, offering quantitative insights for aggregator platform design and regulatory policy. The findings carry managerial implications for platform strategy and policy aimed at sustainable development. Full article
(This article belongs to the Section Economic and Business Aspects of Sustainability)
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25 pages, 2472 KB  
Review
Development of a Generative AI-Based Workflow for the Design and Integration of 3D Assets in XR Environments for Research
by José Luis Rubio Tamayo and Mary Anahí Serna Bernal
Multimedia 2026, 2(2), 6; https://doi.org/10.3390/multimedia2020006 - 7 Apr 2026
Abstract
Scalable production of interactive 3D assets is a key requirement for XR-based applications, yet the functional integration of GenAI-generated assets into game engines remains challenging for non-expert users. This article proposes and validates a Prompt-to-Trigger workflow that links GenAI-based asset ideation and generation [...] Read more.
Scalable production of interactive 3D assets is a key requirement for XR-based applications, yet the functional integration of GenAI-generated assets into game engines remains challenging for non-expert users. This article proposes and validates a Prompt-to-Trigger workflow that links GenAI-based asset ideation and generation with the implementation of basic interactive behaviors (triggers) in accessible XR platforms. The study adopted a qualitative and exploratory approach, using systematic observation throughout a two-stage development process. This process included an initial phase where 3D assets were generated and refined using tools such as Tripo AI and Meshy, followed by an optimization stage to ensure compatibility with Blender and XR environments like A-Frame and Godot, and subsequently, the creation of AI-powered activation scripts. The results show that GenAI’s current 3D outputs frequently exhibit topological inconsistencies and rigging errors that compromise performance and real-time interoperability, requiring cleanup and optimization before deployment. The Prompt-to-Trigger workflow formalizes this bridge, positioning AI assistance as a functional layer for iterative logic generation. The resulting model provides non-expert creators with structured, actionable framework to prototype complex XR experiences for applied domains like education and multimedia communication. Full article
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23 pages, 6225 KB  
Article
Experiencing Coordination with Non-Humans Through Role-Playing: The “Ubuntu” Game for Engaging with Non-Human Agency
by Nicolas Gaidet
Sustainability 2026, 18(7), 3602; https://doi.org/10.3390/su18073602 - 7 Apr 2026
Viewed by 53
Abstract
Scholars across disciplines are urging a rethinking of human–nature relationships beyond anthropocentrism, but these ideas remain difficult to convey to broader audiences and to implement in environmental management practices. This study analyses the design and performance of a serious game (used in 12 [...] Read more.
Scholars across disciplines are urging a rethinking of human–nature relationships beyond anthropocentrism, but these ideas remain difficult to convey to broader audiences and to implement in environmental management practices. This study analyses the design and performance of a serious game (used in 12 sessions with 99 participants in total) developed to encourage participants to reflect on modes of attention and relationships with non-humans in an everyday environment. The game draws on storytelling and art-based approaches to guide players through a thought experiment in which humans and non-humans can gradually communicate and coordinate. A series of game features have been designed to challenge players’ perception of ownership, stakeholders and agency beyond humans. In the sessions played, players initially competed against each other. The revelation, throughout the game, of non-humans’ presence in the landscape, and among the game’s characters themselves, led players to cooperate. Yet they mostly cooperated among human characters to address the needs of non-humans, but they rarely engaged directly with the non-human characters themselves through voluntary interactions. Engaging participants to act as, and interact with, non-humans through role-play allows questioning established interpretations and power dynamics in land or resource management. It offers an imaginative yet embodied experience for exploring what happens if non-humans are treated as active partners with whom we can directly communicate and coordinate to address environmental challenges. Full article
(This article belongs to the Section Sustainability, Biodiversity and Conservation)
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10 pages, 218 KB  
Entry
Serious Video Games: Tools for Learning, Training and Health
by Caroline Hands
Encyclopedia 2026, 6(4), 83; https://doi.org/10.3390/encyclopedia6040083 - 6 Apr 2026
Viewed by 201
Definition
Serious video games are digital games designed for purposes beyond entertainment, typically to support education, training, health interventions, or behaviour change. They combine game mechanics with psychological and pedagogical principles, such as feedback, repetition, goal-setting, and scaffolding, to create interactive environments that facilitate [...] Read more.
Serious video games are digital games designed for purposes beyond entertainment, typically to support education, training, health interventions, or behaviour change. They combine game mechanics with psychological and pedagogical principles, such as feedback, repetition, goal-setting, and scaffolding, to create interactive environments that facilitate learning, skill development, and sustained engagement. In many cases, they are built to simulate realistic tasks or decision contexts, allowing users to practise skills, test strategies, and learn from consequences in a low-risk setting. Within cyberpsychology, serious video games are particularly valuable because they provide structured digital contexts for examining how technology shapes cognition, emotion, motivation, and behaviour. They enable researchers and practitioners to observe how users respond to digital rewards, challenges, social features, and immersive environments, as well as how these features influence outcomes such as self-efficacy, persistence, attention, and emotion regulation. As a result, serious video games operate at the intersection of psychological theory, human–technology interaction, and applied digital intervention design. This entry provides an overview of their development, theoretical foundations, applications, effectiveness, and associated ethical considerations. Full article
(This article belongs to the Collection Encyclopedia of Digital Society, Industry 5.0 and Smart City)
24 pages, 3734 KB  
Article
Evolution of Driver Strategies Under Platform-Led Incentives: A Stackelberg–Evolutionary Game Model with Large-Scale Ride-Hailing Data
by Wenbo Su, Jingu Mou, Zhengfeng Huang, Yibing Wang, Hongzhao Dong, Manel Grifoll and Pengjun Zheng
Systems 2026, 14(4), 399; https://doi.org/10.3390/systems14040399 - 4 Apr 2026
Viewed by 127
Abstract
Online ride-hailing platforms increasingly rely on differentiated incentive mechanisms to regulate driver participation and balance supply and demand. However, drivers’ adaptive responses to such incentives introduce dynamic feedback and uncertainty that static equilibrium models fail to capture. This study develops a dual-layer Stackelberg–evolutionary [...] Read more.
Online ride-hailing platforms increasingly rely on differentiated incentive mechanisms to regulate driver participation and balance supply and demand. However, drivers’ adaptive responses to such incentives introduce dynamic feedback and uncertainty that static equilibrium models fail to capture. This study develops a dual-layer Stackelberg–evolutionary game framework in which the platform acts as a strategic leader setting the order allocation rates and prices, while heterogeneous drivers adapt their working-hour strategies through evolutionary dynamics. Using operational data from Ningbo, China, we calibrated the demand elasticity and driver cost parameters and identified endogenous fatigue-cost thresholds that govern regime shifts in strategy dominance. Simulation results show that uniform incentives tend to drive the system toward single-strategy lock-in, whereas differentiated order allocation and pricing effectively sustain multi-strategy coexistence and mitigate extreme supply polarization. The findings reveal how platform-led differentiation reshapes the evolutionary fitness landscape of drivers, providing actionable guidance for incentive design aimed at stabilizing supply structures, improving platform revenue, and protecting driver welfare. Full article
(This article belongs to the Section Systems Theory and Methodology)
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