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27 pages, 1062 KiB  
Article
Dynamic Supply Chain Decision-Making of Live E-Commerce Considering Netflix Marketing Under Different Power Structures
by Yawen Liu, Mohammed Gadafi Tamimu and Junwu Chai
J. Theor. Appl. Electron. Commer. Res. 2025, 20(3), 202; https://doi.org/10.3390/jtaer20030202 - 6 Aug 2025
Abstract
The rapid growth of live e-commerce, a sector valued at over USD 100 billion worldwide, demonstrates its transformative impact on the retail industry, especially in markets like China, where platforms such as Taobao Live and TikTok Shop have markedly altered consumer interaction. This [...] Read more.
The rapid growth of live e-commerce, a sector valued at over USD 100 billion worldwide, demonstrates its transformative impact on the retail industry, especially in markets like China, where platforms such as Taobao Live and TikTok Shop have markedly altered consumer interaction. This transition is further expedited by Netflix-like entertainment marketing methods, which have demonstrated the capacity to enhance consumer retention by as much as 40%. As organizations adjust to this evolving landscape, it is essential to optimize supply chain strategies to align with these dynamic, consumer-centric environments. This paper examines the complexity of decision-making in live e-commerce supply chains, specifically regarding Netflix-inspired marketing strategies. The primary aim of this study is to design a game-theoretic framework that examines the interactions between producers and online celebrity retailers (OCRs) across different power dynamics. As live commerce integrates digital retail with immersive experiences, businesses must optimize pricing, quality, and marketing strategies in real-time. We present engagement-driven marketing as a strategic variable and incorporate consumer regret and switching costs into the demand function. To illustrate practical trade-offs in strategy, we incorporate a multi-criteria decision-making (MCDM) layer with AHP-TOPSIS, assessing profit, consumer surplus, engagement score, and channel efficiency. The experiment results indicate that Netflix-style marketing markedly increases demand and profit in retailer-led frameworks, whereas centralized tactics enhance overall channel performance. TOPSIS analysis prioritizes high-effort, high-engagement methods, whereas the Stackelberg experiment underscores the influence of power dynamics on profit distribution. This study presents an innovative integrative decision-making methodology for enhancing live-streaming commerce tactics in data-driven and consumer-focused markets. Full article
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30 pages, 15388 KiB  
Article
Are Robots More Engaging When They Respond to Joint Attention? Findings from a Turn-Taking Game with a Social Robot
by Jesús García-Martínez, Juan José Gamboa-Montero, Álvaro Castro-González and José Carlos Castillo
Appl. Sci. 2025, 15(15), 8684; https://doi.org/10.3390/app15158684 (registering DOI) - 6 Aug 2025
Abstract
Joint attention, the capacity of two or more individuals to focus on a common event simultaneously, is fundamental to human–human interaction, enabling effective communication. When considering the field of social robotics, emulating this capability might be necessary for promoting natural interactions and thus [...] Read more.
Joint attention, the capacity of two or more individuals to focus on a common event simultaneously, is fundamental to human–human interaction, enabling effective communication. When considering the field of social robotics, emulating this capability might be necessary for promoting natural interactions and thus improving user engagement. Responding to joint attention (RJA), defined as the ability to react to external attentional cues by aligning focus with another individual, plays a critical role in promoting mutual understanding. This study examines how RJA impacts user engagement during human–robot interaction. The participants play a turn-taking game against a social robot under two conditions: with our RJA system active and with the system inactive. Auditory and visual stimuli are introduced to simulate real-world dynamics, testing the robot’s ability to detect and follow the user’s focus of attention. We use a twofold approach to evaluate the system’s impact on the user’s experience during the interaction. On the one hand, we use head pose telemetry to quantify attentional aspects of engagement, including measures of distraction and focus during the interaction. On the other hand, we use a post-experimental questionnaire incorporating the User Engagement Scale Short Form to assess engagement. The results regarding telemetry data reveal reduced distraction and improved attentional consistency, highlighting the system’s ability to maintain attention on the current task effectively. Furthermore, the questionnaire responses show that RJA significantly enhances self-reported engagement when the system is active. We believe these findings confirm the value of attentional mechanisms in promoting engaging human–robot interactions. Full article
(This article belongs to the Special Issue Emerging Technologies for Assistive Robotics)
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10 pages, 373 KiB  
Proceeding Paper
Integrating Sustainable Development Goals into Renewable Energy Monopoly: A Generative AI Approach to Sustainable Development Education
by Hung-Cheng Chen
Eng. Proc. 2025, 103(1), 4; https://doi.org/10.3390/engproc2025103004 - 5 Aug 2025
Abstract
This research aims to develop an educational board game, “Sustainable Home: Energy Challenge,” based on Monopoly by integrating sustainable development goals and renewable energy to use ChatGPT in human–computer collaboration. ChatGPT was used for game conceptualization, rule development, board creation, card design, and [...] Read more.
This research aims to develop an educational board game, “Sustainable Home: Energy Challenge,” based on Monopoly by integrating sustainable development goals and renewable energy to use ChatGPT in human–computer collaboration. ChatGPT was used for game conceptualization, rule development, board creation, card design, and simulation in an iterative design. The developed board game demonstrated ChatGPT’s efficiency in educational game design and the benefits of human–computer collaboration. Game simulations validated the board game’s potential as a simulation tool to enhance diversity, cooperation, and strategic depth. The game effectively promoted SDG engagement and sustainable development education in gamified learning. Full article
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25 pages, 861 KiB  
Article
Designing a Board Game to Expand Knowledge About Parental Involvement in Teacher Education
by Zsófia Kocsis, Zsolt Csák, Dániel Bodnár and Gabriella Pusztai
Educ. Sci. 2025, 15(8), 986; https://doi.org/10.3390/educsci15080986 (registering DOI) - 2 Aug 2025
Viewed by 417
Abstract
Research highlights a growing demand for active, experiential learning methods in higher education, especially in teacher education. While the benefits of parental involvement (PI) are well-documented, Hungary lacks tools to effectively prepare teacher trainees for fostering family–school cooperation. This study addresses this gap [...] Read more.
Research highlights a growing demand for active, experiential learning methods in higher education, especially in teacher education. While the benefits of parental involvement (PI) are well-documented, Hungary lacks tools to effectively prepare teacher trainees for fostering family–school cooperation. This study addresses this gap by introducing a custom-designed board game as an innovative teaching tool. The game simulates real-world challenges in PI through a cooperative, scenario-based framework. Exercises are grounded in international and national research, ensuring their relevance and evidence-based design. Tested with 110 students, the game’s educational value was assessed via post-gameplay questionnaires. Participants emphasized the strengths of its cooperative structure, realistic scenarios, and integration of humor. Many reported gaining new insights into parental roles and strategies for effective home–school partnerships. Practical applications include integrating the game into teacher education curricula and adapting it for other educational contexts. This study demonstrates how board games can bridge theory and practice, offering an engaging, effective medium to prepare future teachers for the challenges of PI. Full article
(This article belongs to the Section Teacher Education)
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12 pages, 277 KiB  
Article
Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia
by Muhammad Akmal bin Zakaria, Koh Ong Hui, Hema Subramaniam, Maziah Binti Mat Rosly, Jesjeet Singh Gill, Lim Yee En, Yong Zhi Sheng, Julian Wong Joon Ip, Hemavathi Shanmugam, Chow Soon Ken and Benedict Francis
Medicina 2025, 61(8), 1404; https://doi.org/10.3390/medicina61081404 - 1 Aug 2025
Viewed by 188
Abstract
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement [...] Read more.
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement and augment traditional treatments. Our research is the first study designed to explore the implementation of gamification within the Malaysian context. The objective was to explore the feasibility of implementation of gamification as an adjunctive treatment for adults with depression. Materials and Methods: Focus group discussions were held with five mental health professionals and ten patients diagnosed with moderate depression. The qualitative component assessed perceptions of gamified interventions, while quantitative measures evaluated participants’ depressive and anxiety symptomatology. Results: Three key themes were identified: (1) understanding of gamification as a treatment option, (2) factors influencing its acceptance, and (3) characteristics of a practical and feasible intervention. Clinicians saw potential in gamification to boost motivation, support psychoeducation, and encourage self-paced learning, but they expressed concerns about possible addiction, stigma, and the complexity of gameplay for some patients. Patients spoke of gaming as a source of comfort, escapism, and social connection. Acceptance was shaped by engaging storylines, intuitive design, balanced difficulty, therapist guidance, and clear safety measures. Both groups agreed that gamification should be used in conjunction with standard treatments, be culturally sensitive, and be presented as a meaningful therapeutic approach rather than merely as entertainment. Conclusions: Gamification emerges as an acceptable and feasible supplementary approach for managing depression in Malaysia. Its success depends on culturally sensitive design, robust clinical oversight, and seamless integration with existing care pathways. Future studies should investigate long-term outcomes and establish guidelines for the safe and effective implementation of this approach. We recommend targeted investment into culturally adapted gamified tools, including training, policy development, and collaboration with key stakeholders to realistically implement gamification as a mental health intervention in Malaysia. Full article
(This article belongs to the Section Psychiatry)
14 pages, 765 KiB  
Article
Reverse-Demand-Response-Based Power Stabilization in Isolated Microgrid
by Seungchan Jeon, Jangkyum Kim and Seong Gon Choi
Energies 2025, 18(15), 4081; https://doi.org/10.3390/en18154081 - 1 Aug 2025
Viewed by 151
Abstract
This paper introduces a reverse demand response scheme that uses electric vehicles in an isolated microgrid system, aiming to solve the renewable energy curtailment issue. We focus on an off-grid system where the system operator faces a stabilization problem due to surplus energy [...] Read more.
This paper introduces a reverse demand response scheme that uses electric vehicles in an isolated microgrid system, aiming to solve the renewable energy curtailment issue. We focus on an off-grid system where the system operator faces a stabilization problem due to surplus energy production, while electric vehicles seek to charge energy at a lower price. In our system model, the operator determines the incentive to encourage more charging facilities and electric vehicles to participate in the reverse demand response program. Charging facilities, acting as brokers, use a portion of these incentives to further encourage electric vehicle engagement. Electric vehicles follow the decisions made by the broker and system operator to determine their charging strategy within the system. Consequently, charging energy and incentives are allocated to the electric vehicles in proportion to their decisions. The paper investigates the economic benefits of individual participants and the contribution of power stabilization by implementing a hierarchical decision-making heterogeneous multi-leaders multi-followers Stackelberg game. By demonstrating the existence of a unique Nash Equilibrium, we show the effectiveness of the proposed model in an isolated microgrid environment. Full article
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34 pages, 41467 KiB  
Article
Evaluating Spatial Decision-Making and Player Experience in a Remote Multiplayer Augmented Reality Hide-and-Seek Game
by Yasas Sri Wickramasinghe, Heide Karen Lukosch, James Everett and Stephan Lukosch
Multimodal Technol. Interact. 2025, 9(8), 79; https://doi.org/10.3390/mti9080079 - 31 Jul 2025
Viewed by 274
Abstract
This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making [...] Read more.
This study investigates how remote multiplayer gameplay, enabled through Augmented Reality (AR), transforms spatial decision-making and enhances player experience in a location-based augmented reality game (LBARG). A remote multiplayer handheld-based AR game was designed and evaluated on how it influences players’ spatial decision-making strategies, engagement, and gameplay experience. In a user study involving 60 participants, we compared remote gameplay in our AR game with traditional hide-and-seek. We found that AR significantly transforms traditional gameplay by introducing different spatial interactions, which enhanced spatial decision-making and collaboration. Our results also highlight the potential of AR to increase player engagement and social interaction, despite the challenges posed by the added navigation complexities. These findings contribute to the engaging design of future AR games and beyond. Full article
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17 pages, 876 KiB  
Article
Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine
by Anna Kushnir, Oleh Kachmar and Bruno Bonnechère
Appl. Sci. 2025, 15(15), 8526; https://doi.org/10.3390/app15158526 (registering DOI) - 31 Jul 2025
Viewed by 148
Abstract
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were [...] Read more.
This study aimed to evaluate the feasibility of using serious games for the (tele)rehabilitation of children with disabilities affected by the Ukrainian war. Additionally, it provides requirements for technologies that can be used in war-affected areas. Structured interviews and Likert scale assessments were conducted on-site and remotely with patients of the tertiary care facility in Ukraine. All participants used the telerehabilitation platform for motor and cognitive training. Nine serious games were employed, involving trunk tilts, upper limb movements, and head control. By mid-September 2023, 186 positive user experiences were evident, with 89% expressing interest in continued engagement. The platform’s accessibility, affordability, and therapeutic benefits were highlighted. The recommendations from user feedback informed potential enhancements, showcasing the platform’s potential to provide uninterrupted rehabilitation care amid conflict-related challenges. This study suggests that serious games solutions that suit the sociopolitical and economic context offer a promising solution to rehabilitation challenges in conflict zones. The positive user experiences towards using the platform with serious games indicate its potential in emergency healthcare provision. The findings emphasize the role of technology, particularly serious gaming, in mitigating the impact of armed conflicts on children’s well-being, thereby contributing valuable insights to healthcare strategies in conflict-affected regions. Requirements for technologies tailored to the context of challenging settings were defined. Full article
(This article belongs to the Special Issue Novel Approaches of Physical Therapy-Based Rehabilitation)
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22 pages, 1350 KiB  
Article
Optimization of Dynamic SSVEP Paradigms for Practical Application: Low-Fatigue Design with Coordinated Trajectory and Speed Modulation and Gaming Validation
by Yan Huang, Lei Cao, Yongru Chen and Ting Wang
Sensors 2025, 25(15), 4727; https://doi.org/10.3390/s25154727 - 31 Jul 2025
Viewed by 252
Abstract
Steady-state visual evoked potential (SSVEP) paradigms are widely used in brain–computer interface (BCI) systems due to their reliability and fast response. However, traditional static stimuli may reduce user comfort and engagement during prolonged use. This study proposes a dynamic stimulation paradigm combining periodic [...] Read more.
Steady-state visual evoked potential (SSVEP) paradigms are widely used in brain–computer interface (BCI) systems due to their reliability and fast response. However, traditional static stimuli may reduce user comfort and engagement during prolonged use. This study proposes a dynamic stimulation paradigm combining periodic motion trajectories with speed control. Using four frequencies (6, 8.57, 10, 12 Hz) and three waveform patterns (sinusoidal, square, sawtooth), speed was modulated at 1/5, 1/10, and 1/20 of each frequency’s base rate. An offline experiment with 17 subjects showed that the low-speed sinusoidal and sawtooth trajectories matched the static accuracy (85.84% and 83.82%) while reducing cognitive workload by 22%. An online experiment with 12 subjects participating in a fruit-slicing game confirmed its practicality, achieving recognition accuracies above 82% and a System Usability Scale score of 75.96. These results indicate that coordinated trajectory and speed modulation preserves SSVEP signal quality and enhances user experience, offering a promising approach for fatigue-resistant, user-friendly BCI application. Full article
(This article belongs to the Special Issue EEG-Based Brain–Computer Interfaces: Research and Applications)
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79 pages, 12542 KiB  
Article
Evolutionary Game-Theoretic Approach to Enhancing User-Grid Cooperation in Peak Shaving: Integrating Whole-Process Democracy (Deliberative Governance) in Renewable Energy Systems
by Kun Wang, Lefeng Cheng and Ruikun Wang
Mathematics 2025, 13(15), 2463; https://doi.org/10.3390/math13152463 - 31 Jul 2025
Viewed by 303
Abstract
The integration of renewable energy into power grids is imperative for reducing carbon emissions and mitigating reliance on depleting fossil fuels. In this paper, we develop symmetric and asymmetric evolutionary game-theoretic models to analyze how user–grid cooperation in peak shaving can be enhanced [...] Read more.
The integration of renewable energy into power grids is imperative for reducing carbon emissions and mitigating reliance on depleting fossil fuels. In this paper, we develop symmetric and asymmetric evolutionary game-theoretic models to analyze how user–grid cooperation in peak shaving can be enhanced by incorporating whole-process democracy (deliberative governance) into decision-making. Our framework captures excess returns, cooperation-driven profits, energy pricing, participation costs, and benefit-sharing coefficients to identify equilibrium conditions under varied subsidy, cost, and market scenarios. Furthermore, this study integrates the theory, path, and mechanism of deliberative procedures under the perspective of whole-process democracy, exploring how inclusive and participatory decision-making processes can enhance cooperation in renewable energy systems. We simulate seven scenarios that systematically adjust subsidy rates, cost–benefit structures, dynamic pricing, and renewable-versus-conventional competitiveness, revealing that robust cooperation emerges only under well-aligned incentives, equitable profit sharing, and targeted financial policies. These scenarios systematically vary these key parameters to assess the robustness of cooperative equilibria under diverse economic and policy conditions. Our findings indicate that policy efficacy hinges on deliberative stakeholder engagement, fair profit allocation, and adaptive subsidy mechanisms. These results furnish actionable guidelines for regulators and grid operators to foster sustainable, low-carbon energy systems and inform future research on demand response and multi-source integration. Full article
(This article belongs to the Section E2: Control Theory and Mechanics)
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23 pages, 2248 KiB  
Article
Autonomic and Neuroendocrine Reactivity to VR Game Exposure in Children and Adolescents with Obesity: A Factor Analytic Approach to Physiological Reactivity and Eating Behavior
by Cristiana Amalia Onita, Daniela-Viorelia Matei, Laura-Mihaela Trandafir, Diana Petrescu-Miron, Calin Corciova, Robert Fuior, Lorena-Mihaela Manole, Bogdan-Mircea Mihai, Cristina-Gena Dascalu, Monica Tarcea, Stéphane Bouchard and Veronica Mocanu
Nutrients 2025, 17(15), 2492; https://doi.org/10.3390/nu17152492 - 30 Jul 2025
Viewed by 312
Abstract
Background/Objectives: The aim was to identify patterns of autonomic and neuroendocrine reactivity to an immersive virtual reality (VR) social-emotional stressor and explore their associations with perceived stress and eating behavior. Methods: This one-group pretest–posttest study included 30 children and adolescents with [...] Read more.
Background/Objectives: The aim was to identify patterns of autonomic and neuroendocrine reactivity to an immersive virtual reality (VR) social-emotional stressor and explore their associations with perceived stress and eating behavior. Methods: This one-group pretest–posttest study included 30 children and adolescents with obesity (15 boys and 15 girls), aged 8 to 17 years. The VR protocol consisted of two consecutive phases: a 5 min relaxation phase using the Forest application and a 5 min stimulation phase using a cognitively engaging VR game designed to elicit social-emotional stress. Physiological responses were measured using heart rate variability (HRV) indices and salivary stress biomarkers, including cortisol and alpha amylase. Subjective stress and eating responses were assessed via visual analogue scales (VAS) administered immediately post-exposure. The Three-Factor Eating Questionnaire (TFEQ-R21C) was used to evaluate cognitive restraint (CR), uncontrolled eating (UE), and emotional eating (EE). Results: The cortisol reactivity was blunted and may reflect both the attenuated HPA axis responsiveness characteristic of pediatric obesity and the moderate psychological challenge of the VR stressor used in this study. Two distinct autonomic response patterns were identified via exploratory factor analysis: (1) parasympathetic reactivity, associated with increased RMSSD and SDNN and decreased LF/HF, and (2) sympathetic activation, associated with increased heart rate and alpha-amylase levels and reduced RR intervals. Parasympathetic reactivity was correlated with lower perceived stress and anxiety, but also paradoxically with higher uncontrolled eating (UE). In contrast, sympathetic activation was associated with greater cognitive restraint (CR) and higher anxiety ratings. Conclusions: This study demonstrates that immersive VR game exposure elicits measurable autonomic and subjective stress responses in children and adolescents with obesity, and that individual differences in physiological reactivity are relevantly associated with eating behavior traits. The findings suggest that parasympathetic and sympathetic profiles may represent distinct behavioral patterns with implications for targeted intervention. Full article
(This article belongs to the Special Issue A Path Towards Personalized Smart Nutrition)
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27 pages, 4327 KiB  
Article
The Art Nouveau Path: Promoting Sustainability Competences Through a Mobile Augmented Reality Game
by João Ferreira-Santos and Lúcia Pombo
Multimodal Technol. Interact. 2025, 9(8), 77; https://doi.org/10.3390/mti9080077 - 29 Jul 2025
Viewed by 348
Abstract
This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and [...] Read more.
This paper presents a qualitative case study on the design, implementation, and validation of the Art Nouveau Path, a mobile augmented reality game developed to foster sustainability competences through engagement with Aveiro’s Art Nouveau built heritage. Grounded in the GreenComp framework and developed through a Design-Based Research approach, the game integrates location-based interaction, narrative storytelling, and multimodal augmented reality and multimedia content to activate key competences such as systems thinking, futures literacy, and sustainability-oriented action. The game was validated with 33 in-service schoolteachers, both through a simulation-based training workshop and a curricular review of the game. A mixed-methods strategy was used, combining structured questionnaires, open-ended reflections, and curricular review. The findings revealed strong emotional and motivational engagement, interdisciplinary relevance, and alignment with formal education goals. Teachers emphasized the game’s capacity to connect local identity with global sustainability challenges through immersive and reflective experiences. Limitations pointed to the need for enhanced pedagogical scaffolding, clearer integration into STEAM subjects, and broader accessibility across technological contexts. This study demonstrates that these games, when grounded in competence-based frameworks and inclusive design, can meaningfully support multimodal, situated learning for sustainability and offer valuable contributions to pedagogical innovation in Education for Sustainable Development. Full article
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24 pages, 2212 KiB  
Article
Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education
by Songpon Khanchai, Perasuk Worragin, Pakinee Ariya, Kannikar Intawong and Kitti Puritat
Educ. Sci. 2025, 15(8), 966; https://doi.org/10.3390/educsci15080966 - 28 Jul 2025
Viewed by 407
Abstract
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were randomly assigned to one of two conditions: gamified or non-gamified. The digital board game, [...] Read more.
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were randomly assigned to one of two conditions: gamified or non-gamified. The digital board game, designed to simulate real-world digital literacy scenarios, was implemented in a classroom setting. Students’ digital literacy performance was assessed through pre- and post-tests, and their engagement was measured using the Game Engagement Questionnaire. The results revealed that students in the gamified condition significantly outperformed those in the non-gamified condition in digital literacy post-test scores (p = 0.039). Additionally, the gamified group showed significantly higher engagement scores in flow (p = 0.039), enjoyment (p = 0.033), immersion (p = 0.042), and social interaction (p = 0.030). These findings highlight the effectiveness of gamified learning environments in enhancing digital literacy skills and multidimensional engagement. Full article
(This article belongs to the Special Issue Sustainability of Digital Game-Based Learning)
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30 pages, 3923 KiB  
Article
Exploring the Key Factors Influencing the Plays’ Continuous Intention of Ancient Architectural Cultural Heritage Serious Games: An SEM–ANN–NCA Approach
by Qian Bao, Siqin Wang, Ken Nah and Wei Guo
Buildings 2025, 15(15), 2648; https://doi.org/10.3390/buildings15152648 - 27 Jul 2025
Viewed by 420
Abstract
Serious games (SGs) have been widely employed in the digital preservation and transmission of architectural heritage. However, the key determinants and underlying mechanisms driving users’ continuance intentions toward ancient-architecture cultural heritage serious games (CH-SGs) have not been thoroughly investigated. Accordingly, a conceptual model [...] Read more.
Serious games (SGs) have been widely employed in the digital preservation and transmission of architectural heritage. However, the key determinants and underlying mechanisms driving users’ continuance intentions toward ancient-architecture cultural heritage serious games (CH-SGs) have not been thoroughly investigated. Accordingly, a conceptual model grounded in the stimulus–organism–response (S–O–R) framework was developed to elucidate the affective and behavioral effects experienced by CH-SG users. Partial least squares structural equation modeling (PLS-SEM) and artificial neural networks (ANNs) were employed to capture both the linear and nonlinear relationships among model constructs. By integrating sufficiency logic (PLS-SEM) and necessity logic (necessary condition analysis, NCA), “must-have” and “should-have” factors were identified. Empirical results indicate that cultural authenticity, knowledge acquisition, perceived enjoyment, and design aesthetics each exert a positive influence—of varying magnitude—on perceived value, cultural identification, and perceived pleasure, thereby shaping users’ continuance intentions. Moreover, cultural authenticity and perceived enjoyment were found to be necessary and sufficient conditions, respectively, for enhancing perceived pleasure and perceived value, which in turn indirectly bolster CH-SG users’ sustained use intentions. By creating an immersive, narratively rich, and engaging cognitive experience, CH-SGs set against ancient architectural backdrops not only stimulate users’ willingness to visit and protect heritage sites but also provide designers and developers with critical insights for optimizing future CH-SG design, development, and dissemination. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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29 pages, 646 KiB  
Systematic Review
Connected by Boredom: A Systematic Review of the Role of Trait Boredom in Problematic Technology Use
by Ginevra Tagliaferri, Manuel Martí-Vilar, Francesca Valeria Frisari, Alessandro Quaglieri, Emanuela Mari, Jessica Burrai, Anna Maria Giannini and Clarissa Cricenti
Brain Sci. 2025, 15(8), 794; https://doi.org/10.3390/brainsci15080794 - 25 Jul 2025
Viewed by 675
Abstract
Background/Objectives: In an increasingly pervasive digital environment, trait boredom has been identified as a key psychological factor in the onset and maintenance of problematic digital technology use. This systematic review aims to investigate the role of trait boredom in digital behavioral addictions, including [...] Read more.
Background/Objectives: In an increasingly pervasive digital environment, trait boredom has been identified as a key psychological factor in the onset and maintenance of problematic digital technology use. This systematic review aims to investigate the role of trait boredom in digital behavioral addictions, including problematic smartphone use, Internet and social media overuse, and gaming addiction, through theoretical models such as the I-PACE model and the Compensatory Internet Use Theory (CIUT). Methods: A systematic literature search was conducted across multiple scientific databases (PsycINFO, Web of Science, PubMed, and Scopus), yielding a total of 4603 records. Following the PRISMA guidelines after duplicate removal and screening based on title and abstract, 152 articles were assessed for full-text eligibility, and 28 studies met the predefined inclusion and exclusion criteria and were included in the final review. Results: Findings reveal that trait boredom functions as both a direct and indirect factor in problematic technology use. It serves as a mediator and moderator in the relationship between psychological vulnerabilities (e.g., depression, alexithymia, vulnerable narcissism) and dysfunctional digital behaviors. Furthermore, as an independent variable, it has an influence on technological variables through Fear of Missing Out (FoMO), loneliness, low self-regulation, and dysfunctional metacognitions, while protective factors such as mindfulness and attentional control mitigate its impact. Conclusions: Boredom represents a central psychological lever for understanding behavioral addictions in the digital age and should be considered a key target in preventive and therapeutic interventions focused on enhancing self-regulation and meaningful engagement with free time. Full article
(This article belongs to the Special Issue Psychiatry and Addiction: A Multi-Faceted Issue)
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