Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Article Types

Countries / Regions

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Search Results (522)

Search Parameters:
Keywords = interaction design of games

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
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 (registering DOI) - 31 Jul 2025
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
Show Figures

Figure 1

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 191
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
Show Figures

Figure 1

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 268
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)
Show Figures

Figure 1

24 pages, 4249 KiB  
Article
Developing a Serious Video Game to Engage the Upper Limb Post-Stroke Rehabilitation
by Jaime A. Silva, Manuel F. Silva, Hélder P. Oliveira and Cláudia D. Rocha
Appl. Sci. 2025, 15(15), 8240; https://doi.org/10.3390/app15158240 - 24 Jul 2025
Viewed by 214
Abstract
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low [...] Read more.
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low motivation and poor adherence. Gamification—using game-like elements in non-game contexts—offers a promising way to make rehabilitation more engaging. The authors explore a gamified rehabilitation system designed in Unity 3D using a Kinect V2 camera. The game includes key features such as adjustable difficulty, real-time and predominantly positive feedback, user friendliness, and data tracking for progress. The evaluations were conducted with 18 healthy participants, most of whom had prior virtual reality experience. About 77% found the application highly motivating. While the gameplay was well received, the visual design was noted as lacking engagement. Importantly, all users agreed that the game offers a broad range of difficulty levels, making it accessible to various users. The results suggest that the system has strong potential to improve rehabilitation outcomes and encourage long-term use through enhanced motivation and interactivity. Full article
Show Figures

Figure 1

33 pages, 9781 KiB  
Article
Spatial Narrative Optimization in Digitally Gamified Architectural Scenarios
by Deshao Wang, Jieqing Xu and Luwang Chen
Buildings 2025, 15(15), 2597; https://doi.org/10.3390/buildings15152597 - 23 Jul 2025
Viewed by 205
Abstract
Currently, exploring digital immersive experiences is a new trend in the innovation and development of cultural tourism. This study addresses the growing demand for digital immersion in cultural tourism by examining the integration of spatial narrative and digitally gamified architectural scenarios. This study [...] Read more.
Currently, exploring digital immersive experiences is a new trend in the innovation and development of cultural tourism. This study addresses the growing demand for digital immersion in cultural tourism by examining the integration of spatial narrative and digitally gamified architectural scenarios. This study synthesizes an optimized framework for narrative design in digitally gamified architectural scenarios, integrating spatial narrative theory and feedback-informed design. The proposed model comprises four key components: (1) developing spatial narrative design methods for such scenarios; (2) constructing a spatial language system for spatial narratives using linguistic principles to organize narrative expression; (3) building a preliminary digitally gamified scenario based on the “Wuhu Jiaoji Temple Renovation Project” after architectural and environmental enhancements; and (4) optimization through thermal feedback experiments—collecting visitor trajectory heatmaps, eye-tracking heatmaps, and oculometric data. The results show that the optimized design, validated in the original game Dreams of Jiaoji, effectively enhanced spatial narrative execution by refining both on-site and in-game architectural scenarios. Post-optimization visitor feedback confirmed the validity of the proposed optimization strategies and principles, providing theoretical and practical references for innovative digital cultural tourism models and architectural design advancements. In the context of site-specific architectural conservation, this approach achieves two key objectives: the generalized interpretation of architectural cultural resources and their visual representation through gamified interactions. This paradigm not only enhances public engagement through enabling a multidimensional understanding of historical building cultures but also accelerates the protective reuse of heritage sites, allowing heritage value to be maximized through contemporary reinterpretation. The interdisciplinary methodology promotes sustainable development in the digital transformation of cultural tourism, fostering user-centered experiences and contributing to rural revitalization. Ultimately, this study highlights the potential use of digitally gamified architectural scenarios as transformative tools for heritage preservation, cultural dissemination, and rural community revitalization. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
Show Figures

Figure 1

31 pages, 7290 KiB  
Article
Freight Rate Decisions in Shipping Logistics Service Supply Chains Considering Blockchain Adoption Risk Preferences
by Yujing Chen, Jiao Mo and Bin Yang
Mathematics 2025, 13(15), 2339; https://doi.org/10.3390/math13152339 - 22 Jul 2025
Viewed by 192
Abstract
This paper explores the strategic implications of technological adoption within shipping logistics service supply chains, with a particular focus on blockchain technology (BCT). When integrating new technologies, supply chain stakeholders evaluate associated risks alongside complexity, profitability, and operational challenges, which influence their strategic [...] Read more.
This paper explores the strategic implications of technological adoption within shipping logistics service supply chains, with a particular focus on blockchain technology (BCT). When integrating new technologies, supply chain stakeholders evaluate associated risks alongside complexity, profitability, and operational challenges, which influence their strategic behaviors. Anchored in the concept of technology trust, this study examines how different risk preferences affect BCT adoption decisions and freight rate strategies. A game-theoretic model is constructed using a mean-variance utility framework to analyze interactions between shipping companies and freight forwarders under three adoption scenarios: no adoption (NN), partial adoption (BN), and full adoption (BB). The results indicate that risk-seeking agents are more likely to adopt BCT early but face greater freight rate volatility in the initial stages. As the technology matures, strategic variability declines and the influence of adaptability on pricing becomes less pronounced. In contrast, risk-neutral and risk-averse participants tend to adopt more conservatively, resulting in slower but more stable pricing dynamics. These findings offer new insights into how technology trust and risk attitudes shape strategic decisions in digitally transforming supply chains. The study also provides practical implications for differentiated pricing strategies, BCT adoption incentives, and collaborative policy design among logistics stakeholders. Full article
(This article belongs to the Special Issue Advances in Mathematical Optimization in Operational Research)
Show Figures

Figure 1

19 pages, 4510 KiB  
Article
Fishery Resource Conservation Subsidies and Penalties in China: An Evolutionary Game Approach
by Yujuan Li, Brendan Moyle and Shamim Shakur
Fishes 2025, 10(7), 356; https://doi.org/10.3390/fishes10070356 - 18 Jul 2025
Viewed by 222
Abstract
In response to the ongoing depletion of fishery resources, many countries now prioritize sustainable fish stock use and ecosystem protection, balancing ecological, economic, and social goals. Fishery subsidies are key in this shift, with their impact depending on design and implementation. In 2020, [...] Read more.
In response to the ongoing depletion of fishery resources, many countries now prioritize sustainable fish stock use and ecosystem protection, balancing ecological, economic, and social goals. Fishery subsidies are key in this shift, with their impact depending on design and implementation. In 2020, China introduced marine fishery resource conservation subsidies and simultaneously phased out a 15-year policy of harmful fuel subsidies. This study uses evolutionary game theory to analyze the strategic interactions between government authorities and fishermen across four institutional scenarios, each combining different forms of subsidies and penalties. The findings suggest that a dynamic approach, incorporating both subsidies and penalties, is most effective in promoting legal fishing practices and protecting marine resources. Additionally, the study emphasizes that the effectiveness of subsidies and penalties does not necessarily increase with their scale; instead, both must be carefully calibrated to sustainable and reasonable limits. Full article
(This article belongs to the Section Fishery Economics, Policy, and Management)
Show Figures

Figure 1

17 pages, 1437 KiB  
Article
Acute Neurochemical, Psychophysiological, and Cognitive Responses to Small-Sided Games vs. Running-Based HIIT in Young, Male Soccer Players
by Yakup Zühtü Birinci, Serkan Pancar, Yusuf Soylu, Hüseyin Topçu, Aygül Koçyiğit, Emre Sarandöl, Hasan Şimşek and Şenay Şahin
Healthcare 2025, 13(14), 1738; https://doi.org/10.3390/healthcare13141738 - 18 Jul 2025
Viewed by 393
Abstract
Background: This study aimed to compare the immediate effects of small-sided games (SSGs) and running-based high-intensity interval training (HIITrb) on serum brain-derived neurotrophic factor (BDNF) levels, cognitive performance, and enjoyment in young, male soccer players. Methods: Twenty-four soccer players [age: 19.2 ± 0.8 [...] Read more.
Background: This study aimed to compare the immediate effects of small-sided games (SSGs) and running-based high-intensity interval training (HIITrb) on serum brain-derived neurotrophic factor (BDNF) levels, cognitive performance, and enjoyment in young, male soccer players. Methods: Twenty-four soccer players [age: 19.2 ± 0.8 years] completed one session each of four-a-side SSG or HIITrb in a randomized, counterbalanced, and crossover design, with a one-week washout period. Blood samples and Trail Making Tests (TMTs) A and B were measured before and after exercise. Heart rate (HR) was monitored throughout the games, and ratings of perceived exertion (RPE) and enjoyment were collected at the end of the measurements. Results: The results show no significant effects of time (p > 0.775), group (p > 0.276) or time × group interaction (p > 0.199) on BDNF levels. For TMT-A, the time effect (p = 0.866) and group effect (p = 0.057) were not significant; however, the time × group interaction was significant (p < 0.019), indicating a superior performance in the SSG compared to HIITrb. In the TMT-B, significant effects were observed for both time (p < 0.001) and group (p < 0.001), while the time × group interaction effect was not statistically significant (p > 0.061). Furthermore, enjoyment levels did not differ significantly between conditions (p = 0.976). Conclusions: These findings suggest that four-a-side SSG may enhance processing speed compared to HIITrb without changes in serum BDNF levels. Coaches may consider using 4v4 SSG formats in early training sessions or warm-ups to stimulate processing speed and mental readiness in young soccer players. Full article
Show Figures

Figure 1

21 pages, 1620 KiB  
Article
Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design
by Chenhan Jiang, Shengyu Huang and Tao Shen
Systems 2025, 13(7), 576; https://doi.org/10.3390/systems13070576 - 12 Jul 2025
Viewed by 415
Abstract
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, [...] Read more.
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, and process strategy remain unclear. Treating the design setting as adaptive, we captured real-time interactions by collecting think-aloud data from 48 novice designers. Nine prompt categories were extracted and their cognitive effects were systematically analyzed through the Repertory Grid Technique (RGT), principal component analysis (PCA), and Ward clustering. These analyses revealed three perception profiles: tool-based, collaborative, and mentor-like. Strategy coding of 321 prompt-aligned utterances showed cluster-specific differences in path length, first moves, looping, and branching. Tool-based prompts reinforced boundary control through short linear refinements; collaborative prompts sustained moderate iterative enquiry cycles; mentor-like prompts triggered divergent exploration via self-loops and frequent jumps. We therefore propose a stage-adaptive framework that deploys mentor-like prompts for ideation, collaborative prompts for mid-phase iteration, and tool-based prompts for final verification. This approach balances creativity with procedural efficiency and offers a reusable blueprint for integrating prompt-driven agency modelling into GenAI design workflows. Full article
Show Figures

Figure 1

17 pages, 2108 KiB  
Article
Designing for Dyads: A Comparative User Experience Study of Remote and Face-to-Face Multi-User Interfaces
by Mengcai Zhou, Jingxuan Wang, Ono Kenta, Makoto Watanabe and Chacon Quintero Juan Carlos
Electronics 2025, 14(14), 2806; https://doi.org/10.3390/electronics14142806 - 12 Jul 2025
Viewed by 311
Abstract
Collaborative digital games and interfaces are increasingly used in both research and commercial contexts, yet little is known about how the spatial arrangement and interface sharing affect the user experience in dyadic settings. Using a two-player iPad pong game, this study compared user [...] Read more.
Collaborative digital games and interfaces are increasingly used in both research and commercial contexts, yet little is known about how the spatial arrangement and interface sharing affect the user experience in dyadic settings. Using a two-player iPad pong game, this study compared user experiences across three collaborative gaming scenarios: face-to-face single-screen (F2F-OneS), face-to-face dual-screen (F2F-DualS), and remote dual-screen (Rmt-DualS) scenarios. Eleven dyads participated in all conditions using a within-subject design. After each session, the participants completed a 21-item user experience questionnaire and took part in brief interviews. The results from a repeated-measure ANOVA and post hoc paired t-tests showed significant scenario effects for several experience items, with F2F-OneS yielding higher engagement, novelty, and accomplishment than remote play, and qualitative interviews supported the quantitative findings, revealing themes of social presence and interaction. These results highlight the importance of spatial and interface design in collaborative settings, suggesting that both technical and social factors should be considered in multi-user interface development. Full article
(This article belongs to the Special Issue Innovative Designs in Human–Computer Interaction)
Show Figures

Figure 1

33 pages, 2239 KiB  
Article
Strategic Contract Format Choices Under Power Dynamics: A Game-Theoretic Analysis of Tripartite Platform Supply Chains
by Yao Qiu, Xiaoming Wang, Yongkai Ma and Hongyi Li
J. Theor. Appl. Electron. Commer. Res. 2025, 20(3), 177; https://doi.org/10.3390/jtaer20030177 - 11 Jul 2025
Viewed by 268
Abstract
In the context of global e-commerce platform supply chains dominated by Alibaba and Amazon, power reconfiguration among tripartite stakeholders (platforms, manufacturers, and retailers) remains a critical yet underexplored issue in supply chain contract design. To analyze the strategic interactions between platforms, manufacturers, and [...] Read more.
In the context of global e-commerce platform supply chains dominated by Alibaba and Amazon, power reconfiguration among tripartite stakeholders (platforms, manufacturers, and retailers) remains a critical yet underexplored issue in supply chain contract design. To analyze the strategic interactions between platforms, manufacturers, and retailers, as well as how platforms select the contract format within a tripartite supply chain, this study proposes a Stackelberg game-theoretic framework incorporating participation constraints to compare fixed-fee and revenue-sharing contracts. The results demonstrate that revenue-sharing contracts significantly enhance supply chain efficiency by aligning incentives across members, leading to improved pricing and sales outcomes. However, this coordination benefit comes with reduced platform dominance, as revenue-sharing inherently redistributes power toward upstream and downstream partners. The analysis reveals a nuanced contract selection framework: given the revenue sharing rate, as the additional value increases, the optimal contract shifts from the mode RR to the mode RF, and ultimately to the mode FF. Notably, manufacturers and retailers exhibit a consistent preference for revenue-sharing contracts due to their favorable profit alignment properties, regardless of the platform’s value proposition. These findings may contribute to platform operations theory by (1) proposing a dynamic participation framework for contract analysis, (2) exploring value-based thresholds for contract transitions, and (3) examining the power-balancing effects of alternative contract formats. This study offers actionable insights for platform operators seeking to balance control and cooperation in their supply chain relationships, while providing manufacturers and retailers with strategic guidance for contract negotiations in platform-mediated markets. These findings are especially relevant for large e-commerce platforms and their partners managing the complexities of contemporary digital supply chains. Full article
(This article belongs to the Section e-Commerce Analytics)
Show Figures

Figure 1

26 pages, 863 KiB  
Systematic Review
Examining the Design Characteristics of Mnemonics Serious Games on the App Stores: A Systematic Heuristic Review
by Kingson Fung and Kiemute Oyibo
Appl. Sci. 2025, 15(14), 7772; https://doi.org/10.3390/app15147772 - 10 Jul 2025
Viewed by 242
Abstract
Research shows mnemonics promote knowledge retention in different contexts; hence, they are increasingly being used in serious games aimed to support long-term learning while providing “edutainment.” However, there is limited research on their effectiveness. As such, we conducted a systematic review of 32 [...] Read more.
Research shows mnemonics promote knowledge retention in different contexts; hence, they are increasingly being used in serious games aimed to support long-term learning while providing “edutainment.” However, there is limited research on their effectiveness. As such, we conducted a systematic review of 32 mnemonics mobile apps and evaluated them using two established frameworks from the literature. Our analysis revealed that most of the games teach language or medicine, take the form of puzzles or quizzes, and feature acronyms and/or images, with players rating them at least three out of five stars on average. All 32 apps supported feedback, interactivity, and challenge. A few supported agency, identity and self-presence, while many did not support key characteristics such as social and spatial presences. The overall finding indicates a need to create a mnemonics-based and tailored framework to guide the design of mnemonics games in the future to make them more effective. Full article
(This article belongs to the Special Issue Virtual Reality and Serious Games: Developments and Applications)
Show Figures

Figure 1

26 pages, 628 KiB  
Review
Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning
by Franz Coelho and Ana Maria Abreu
Multimodal Technol. Interact. 2025, 9(7), 70; https://doi.org/10.3390/mti9070070 - 10 Jul 2025
Viewed by 627
Abstract
Gamification has emerged as a powerful strategy in digital education, enhancing engagement, motivation, and learning outcomes. However, most research lacks theoretical grounding and often applies multiple and uncontextualized game elements, limiting its impact and replicability. To address these gaps, this study introduces a [...] Read more.
Gamification has emerged as a powerful strategy in digital education, enhancing engagement, motivation, and learning outcomes. However, most research lacks theoretical grounding and often applies multiple and uncontextualized game elements, limiting its impact and replicability. To address these gaps, this study introduces a Systemic Gamification Theory (SGT)—a comprehensive, human-centered model for designing and evaluating inclusive and effective gamified educational environments. Sustained in Education, Human–Computer Interaction, and Psychology, SGT is structured around four core principles, emphasizing the importance of integrating game elements (1—Integration) into cohesive systems that generate emergent outcomes (2—Emergence) aligned synergistically (3—Synergy) with contextual needs (4—Context). The theory supports inclusivity by accounting for individual traits, situational dynamics, spatial settings, and cultural diversity. To operationalize SGT, we developed two tools: i. a set of 10 Heuristics to guide and analyze effective and inclusive gamification; and ii. a Framework for designing and evaluating gamified systems, as well as comparing research methods and outcomes across different contexts. These tools demonstrated how SGT enables robust, adaptive, and equitable gamified learning experiences. By advancing theoretical and practical development, SGT fosters a transformative approach to gamification, enriching multimedia learning through thoughtful system design and reflective evaluation practices. Full article
Show Figures

Figure 1

22 pages, 621 KiB  
Article
Examining Marital Infidelity via Game Theory
by Limor Dina Gonen, Tchai Tavor and Uriel Spiegel
Mathematics 2025, 13(14), 2235; https://doi.org/10.3390/math13142235 - 10 Jul 2025
Viewed by 394
Abstract
Objective: Marital infidelity significantly impacts both the community and the institution of marriage. This study aims to develop a theoretical framework for analyzing marital infidelity through a game-theoretic lens. Methodology/Design/Approach: This research employs a game-theoretic model to predict the decision-making processes of unfaithful [...] Read more.
Objective: Marital infidelity significantly impacts both the community and the institution of marriage. This study aims to develop a theoretical framework for analyzing marital infidelity through a game-theoretic lens. Methodology/Design/Approach: This research employs a game-theoretic model to predict the decision-making processes of unfaithful partners. Static game models are utilized to explore the interactions between spouses, focusing on identifying Nash equilibria that encapsulate the complexities and uncertainties inherent in infidelity-related decisions, whether through pure or mixed strategies. Results: The analysis reveals strategic dynamics in marital infidelity, where Nash equilibria indicate scenarios where one or both partners may engage in extramarital affairs. A Nash equilibrium is established when both partners perceive the benefits of infidelity as outweighing the costs, leading to diminished trust and communication. The Mixed-Strategy Nash Equilibrium (MSNE) hypothesis suggests that spouses may oscillate between fidelity and infidelity based on probabilistic strategies. Research Implications: This study provides a game-theoretic perspective on marital infidelity, whose findings may be used to inform legal frameworks and social policies addressing the consequences of infidelity, potentially impacting family counseling and legal services. Value/Originality: This research introduces a game-theoretic approach to understanding trust and transgression in marriages, identifying two primary categories of Nash equilibria. It fills a theoretical gap while providing practical insights into marital behavior. Full article
Show Figures

Figure 1

17 pages, 605 KiB  
Article
Losing Track of Time on TikTok? An Experimental Study of Short Video Users’ Time Distortion
by Yaqi Jiang, Zhihao Yan and Zeyang Yang
Behav. Sci. 2025, 15(7), 930; https://doi.org/10.3390/bs15070930 - 10 Jul 2025
Viewed by 540
Abstract
Short videos’ increasing popularity and increased user engagement have sparked concerns about time perception. While studies have linked gaming or watching TV series to time loss, research on short videos’ temporal impact is scarce. This study aims to investigate the impact of short [...] Read more.
Short videos’ increasing popularity and increased user engagement have sparked concerns about time perception. While studies have linked gaming or watching TV series to time loss, research on short videos’ temporal impact is scarce. This study aims to investigate the impact of short video use on time distortion (including perceptions of time for experimental tasks and weekly usage) through an experimental design. Fifty-six college students were randomly assigned to two time duration conditions (long-duration for 16 min 9 s or short-duration for 5 min 23 s). Participants in both conditions were instructed to watch short videos and read public articles for the same duration and then estimate the time duration of the tasks. Subsequently, participants completed a questionnaire about their estimated and actual weekly short video use and problematic short watching levels. The results showed that the impact of task duration on time perception was significant. Task type had no significant impact on time perception, with no notable difference in time estimation between conditions involving watching short videos and reading. The interaction between time duration and task type was not significant. Additionally, problematic short video watching and the estimated weekly short video use were not significantly related to time distortion. This study contributes to empirical research on time distortion while watching short videos, providing insights for expanding theoretical models of addictive behaviors and interventions for problematic short video use. Full article
Show Figures

Figure 1

Back to TopTop