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34 pages, 6013 KB  
Article
Extending Digital Narrative with AI, Games, Chatbots, and XR: How Experimental Creative Practice Yields Research Insights
by Lina Ruth Harder, David Jhave Johnston, Scott Rettberg, Sérgio Galvão Roxo and Haoyuan Tang
Humanities 2026, 15(1), 17; https://doi.org/10.3390/h15010017 - 16 Jan 2026
Viewed by 256
Abstract
The Extended Digital Narrative (XDN) research project explores how experimental creative practice with emerging technologies generates critical insights into algorithmic narrativity—the intersection of human narrative understanding and computational data processing. This article presents five case studies demonstrating that direct engagement with AI and [...] Read more.
The Extended Digital Narrative (XDN) research project explores how experimental creative practice with emerging technologies generates critical insights into algorithmic narrativity—the intersection of human narrative understanding and computational data processing. This article presents five case studies demonstrating that direct engagement with AI and Extended Reality platforms is essential for humanities research on new genres of digital storytelling. Lina Harder’s Hedy Lamar Chatbot examines how generative AI chatbots construct historical personas, revealing biases in training data and platform constraints. Scott Rettberg’s Republicans in Love investigates text-to-image generation as a writing environment for political satire, documenting rapid changes in AI aesthetics and content moderation. David Jhave Johnston’s Messages to Humanity demonstrates how Runway’s Act-One enables solo filmmaking, collapsing traditional production hierarchies. Haoyuan Tang’s video game project reframes LLM integration by prioritizing player actions over dialogue, challenging assumptions about AI’s role in interactive narratives. Sérgio Galvão Roxo’s Her Name Was Gisberta employs Virtual Reality for social education against transphobia, utilizing perspective-taking techniques for empathy development. These projects demonstrate that practice-based research is not merely artistic production but a vital methodology for understanding how AI and XR platforms shape—and are shaped by—human narrative capacities. Full article
(This article belongs to the Special Issue Electronic Literature and Game Narratives)
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15 pages, 540 KB  
Article
The Differential Associations Between Passive and Interactive Screentime and Sleep Duration Among 8th and 11th Grade Adolescents
by Christopher D. Pfledderer, Nalini Ranjit, Debra Saxton, Adriana Pérez, Deanna M. Hoelscher and Natalie P. Archer
Children 2026, 13(1), 127; https://doi.org/10.3390/children13010127 - 15 Jan 2026
Viewed by 103
Abstract
Background: Although several studies have reported associations between screentime and shortened sleep duration among adolescents, contextual relationships between different forms of screentime are not well understood. The purpose of this study was to examine how television (TV) watching (passive media use) and video/computer [...] Read more.
Background: Although several studies have reported associations between screentime and shortened sleep duration among adolescents, contextual relationships between different forms of screentime are not well understood. The purpose of this study was to examine how television (TV) watching (passive media use) and video/computer gaming (interactive media use) are associated with short sleep duration among 8th and 11th grade adolescents. Methods: We used data from adolescents (8th and 11th grade students) who participated in the Texas School Physical Activity and Nutrition (Texas SPAN) survey in 2015–2016. Sleep duration was the outcome variable, which was dichotomized into short sleep duration (less than 8 h) and meeting sleep recommendations (more than 8 h). Independent variables included daily TV screentime and video/computer game screentime. We used weighted logistic regression models to understand associations between sleep duration and both TV screentime and video/computer game screentime. Results: Among both 8th grade boys and Hispanic 8th grade girls, spending more than 2 h/day playing video/computer games was associated with greater odds of shorter sleep duration. Among 11th graders, TV screentime was associated with lower odds of shorter sleep duration. Conclusions: Watching TV and playing video/computer games have differential associations with sleep duration among adolescents, and these associations differ by grade, gender, and ethnicity. Researchers and public health agencies interested in associations between meeting sleep recommendations and screentime in adolescents should consider these contextual differences when designing and conducting studies related to electronic media use and sleep. Full article
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16 pages, 232 KB  
Article
The Art of the Environment in Interactive Walking Simulation Narratives: How GenAI Might Change the “Game”
by Andrew Klobucar
Humanities 2026, 15(1), 13; https://doi.org/10.3390/h15010013 - 13 Jan 2026
Viewed by 137
Abstract
This article critically examines the growing interest in what most contemporary scholars consider still a new and underdeveloped mode of environmental storytelling in video games. Different models of games that provide strong narrative techniques within highly detailed, environmentally sophisticated land/soundscapes have been released [...] Read more.
This article critically examines the growing interest in what most contemporary scholars consider still a new and underdeveloped mode of environmental storytelling in video games. Different models of games that provide strong narrative techniques within highly detailed, environmentally sophisticated land/soundscapes have been released over the last decade by well-known studios like Fullbright Productions, Giant Sparrow and Campo Santo. This new perspective will draw several critical questions formed from prior research in several foundational articles, the area of game studies and several journals directed at the question of how game spaces function as narrative devices. For example, an early 2016 article by John Barber for the Cogent Arts and Humanities, “Digital storytelling: New opportunities for humanities scholarship and pedagogy” was one of the first essays to explore how Fullbright’s well-known game Gone Home utilizes spatial design, object placement, and ambient details to convey stories without explicit narration. Gone Home, according to Barber and many others, continues to emphasize environmental storytelling as a form of semiotic communication—one where the “text” is the game world itself, inviting players to read and interpret more complex layers of literary meaning. Contemporary scholars have built on these more foundational studies to consider how AI and procedural generation further complicate narrative agency and structure in digital spaces, enabling the current study to consider what could be considered a distinctly post-AI theoretical perspective based upon these primary determinants: (a) how game environments may dynamically adapt narratives in response to player interaction and algorithmic input, and (b) the evolving notion of narrative agency in digital spaces where human and machine contributions intertwine in AI systems. The two chief aims of this proposal are thus to reconsider traditional environmental storytelling within new innovative, post-GenAI narrative frameworks and, looking at contemporary insights from leading examples in the field, deepen current academic understandings of narrative spaces in games from new narratological perspectives. Studies in this area seem uniquely valuable, given the rapid development of GenAI tools in creative content production and what appears to be a new epoch in narrative engagement in all interactive media. Full article
(This article belongs to the Special Issue Electronic Literature and Game Narratives)
15 pages, 492 KB  
Article
Achievement Motivation, Meaning in Life, and Well-Being Among Video Game Players
by Maciej Wierzbicki and Wojciech Rodzeń
Brain Sci. 2026, 16(1), 86; https://doi.org/10.3390/brainsci16010086 - 12 Jan 2026
Viewed by 213
Abstract
Background/Objectives: The present study aimed to examine the associations among achievement motivation, meaning in life, and well-being among video game players and to investigate differences between players with approach- and avoidance-oriented motivations. Methods: The sample consisted of 296 university students who reported playing [...] Read more.
Background/Objectives: The present study aimed to examine the associations among achievement motivation, meaning in life, and well-being among video game players and to investigate differences between players with approach- and avoidance-oriented motivations. Methods: The sample consisted of 296 university students who reported playing video games (192 men and 104 women), aged 18 to 35 years (M = 22.62; SD = 2.64). Participants completed a battery of self-report measures, including the Achievement Goal Questionnaire, the Meaning in Life Questionnaire, and the WHO-5 Well-Being Index, administered anonymously. Results: Mediation analyses revealed that meaning in life was a significant mediator in the relationship between approach-oriented mastery goals and well-being (Ind = 0.07; 95% CI [0.02, 0.12]). However, no significant mediation effect was found for approach-oriented performance goals (Ind = 0.04; 95% CI [−0.01, 0.09]). Independent-samples t-tests indicated that participants with approach-oriented motivations reported significantly higher levels of meaning in life (t(294) = 4.44; p < 0.001), presence of meaning (t(294) = 5.74; p < 0.001), and well-being (t(294) = 5.52; p < 0.001) compared to those with avoidance-oriented motivations. Conclusions: The findings suggest that approach-oriented achievement motivations among players are positively associated with meaning in life and are indirectly associated with higher well-being, whereas avoidance-oriented motivations are associated with lower levels of well-being. These results carry potential implications for game design, education, and psychotherapy. Full article
(This article belongs to the Section Behavioral Neuroscience)
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21 pages, 988 KB  
Article
Study of Performance from Hierarchical Decision Modeling in IVAs Within a Greedy Context
by Francisco Federico Meza-Barrón, Nelson Rangel-Valdez, María Lucila Morales-Rodríguez, Claudia Guadalupe Gómez-Santillán, Juan Javier González-Barbosa, Guadalupe Castilla-Valdez, Nohra Violeta Gallardo-Rivas and Ana Guadalupe Vélez-Chong
Math. Comput. Appl. 2026, 31(1), 8; https://doi.org/10.3390/mca31010008 - 7 Jan 2026
Viewed by 266
Abstract
This study examines decision-making in intelligent virtual agents (IVAs) and formalizes the distinction between tactical decisions (individual actions) and strategic decisions (composed of sequences of tactical actions) using a mathematical model based on set theory and the Bellman equation. Although the equation itself [...] Read more.
This study examines decision-making in intelligent virtual agents (IVAs) and formalizes the distinction between tactical decisions (individual actions) and strategic decisions (composed of sequences of tactical actions) using a mathematical model based on set theory and the Bellman equation. Although the equation itself is not modified, the analysis reveals that the discount factor (γ) influences the type of decision: low values favor tactical decisions, while high values favor strategic ones. The model was implemented and validated in a proof-of-concept simulated environment, namely the Snake Coin Change Problem (SCCP), using a Deep Q-Network (DQN) architecture, showing significant differences between agents with different decision profiles. These findings suggest that adjusting γ can serve as a useful mechanism to regulate both tactical and strategic decision-making processes in IVAs, thus offering a conceptual basis that could facilitate the design of more intelligent and adaptive agents in domains such as video games, and potentially in robotics and artificial intelligence as future research directions. Full article
(This article belongs to the Special Issue Numerical and Evolutionary Optimization 2025)
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15 pages, 1566 KB  
Article
Digital Leisure as a Resource for Environmental Education and Environmental Conservation
by Macarena Esteban Ibañez, Luis Vicente Amador Muñoz and Francisco Mateos Claros
Sustainability 2026, 18(2), 564; https://doi.org/10.3390/su18020564 - 6 Jan 2026
Viewed by 184
Abstract
This study examines patterns of Information and Communication Technology (ICT) use during leisure time among non-university students in the Autonomous Community of Andalusia (Spain) and explores their potential to inform environmental education initiatives. Two research questions guided the study: (1) Which devices and [...] Read more.
This study examines patterns of Information and Communication Technology (ICT) use during leisure time among non-university students in the Autonomous Community of Andalusia (Spain) and explores their potential to inform environmental education initiatives. Two research questions guided the study: (1) Which devices and usage times characterize students’ digital leisure according to gender and educational level? (2) How can these patterns inform the design of contextualized environmental education actions? A cross-sectional quantitative study was conducted using a survey administered to 1251 students enrolled in Primary Education, Compulsory Secondary Education, Upper Secondary Education (Baccalaureate), and Vocational Training in the cities of Seville, Malaga, Cádiz, and Granada. The questionnaire, consisting of 49 items, assessed the use of television, tablets, mobile phones, computers, and video games during leisure time. Data were analysed using descriptive statistics, inferential analysis (ANOVA), and multivariate analysis (MANOVA). The results highlight the central role of the mobile phone as the dominant device across all educational stages, as well as significant age-related differences in the use of television, tablets, and video games. Gender differences were found only in the time devoted to video gaming. The main contribution of this study lies in providing updated empirical evidence on youth digital leisure within a specific geographical context, identifying opportunities to integrate digital resources into environmental education initiatives that are sensitive to educational stage and gender and aligned with sustainability goals. The use of ICTs is proposed to create interactive educational experiences that prepare students to address ecosocial challenges, promote sustainable development, and foster a stronger connection with the natural environment. Full article
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16 pages, 235 KB  
Entry
Popular Culture in a Digital Society: Nine Paradoxes
by Sue Spaid
Encyclopedia 2026, 6(1), 12; https://doi.org/10.3390/encyclopedia6010012 - 6 Jan 2026
Viewed by 371
Definition
This entry, which identifies nine paradoxes particular to popular culture in a digital society, begins by distinguishing art and culture, since scholars have historically relied on these terms to differentiate popular culture, mass culture, and mass art. Digital societies, which exist both online [...] Read more.
This entry, which identifies nine paradoxes particular to popular culture in a digital society, begins by distinguishing art and culture, since scholars have historically relied on these terms to differentiate popular culture, mass culture, and mass art. Digital societies, which exist both online and offline, are awash in digital products such as LED signs, digital imagery, video games, film, podcasts, and social media. In a digital society, popular culture is effectively “mass art,” which exhibits five properties: (1) digital media’s low-cost products and low-skill tools are (2) created and distributed to appeal to as broad a cultural sector as possible (qualitative) and thus aim to (3) attract consumers (quantitative) who capably enjoy and deploy cultural content both (4) offline and online, yet “popularity” ultimately depends on (5) efforts to maximize unity and minimize fragmentation. Except for localized events, popular culture has largely disappeared, while mass art will likely flourish until human beings clamor once again for firsthand experiences or go extinct. The next frontier will be finding ways to prevent artificial intelligence from producing cultural products, not because they will be terrible, undesirable, or fake, but because the culture-making process itself engenders human wellbeing. Full article
(This article belongs to the Section Social Sciences)
32 pages, 1954 KB  
Article
An Integrative Review of Empathy, Attitude Change, and Historical Consciousness in Games: Mapping Gaps and Opportunities in Game-Based Digital Heritage Research
by Stefania Stamou, Konstantinos C. Apostolakis and Constantine Stephanidis
Heritage 2026, 9(1), 13; https://doi.org/10.3390/heritage9010013 - 5 Jan 2026
Viewed by 332
Abstract
Researchers over the past 20 years have steered their attention towards examining whether video games have the potential to positively affect behavioral/emotional traits in players, recognizing their potential to offer not only enjoyable, but also meaningful experiences. Insight from studies has informed video [...] Read more.
Researchers over the past 20 years have steered their attention towards examining whether video games have the potential to positively affect behavioral/emotional traits in players, recognizing their potential to offer not only enjoyable, but also meaningful experiences. Insight from studies has informed video game design, to achieve diverse outcomes, e.g., building empathy, shaping attitudes, raising awareness, or impacting how players (re)appreciate history. Utilizing the integrative review instrument, we examine the literature on video games as empathy/attitude change stimulants, alongside the methodological approaches, tools, evaluation studies, and outcomes comprising the current state of evidence. Through this process, we formulate future research directions, which (a) overview the interdisciplinary priorities of researchers in the aforementioned topics, (b) highlight their key insights/perspectives, (c) outline their methodological approaches, and (d) summarize the discussions, challenges, and outlook on future work toward realizing video games as digital spaces of conscience that foster empathy, critical reflection, and collective remembrance. Full article
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22 pages, 606 KB  
Article
Smart Hospitality in the 6G Era: The Role of AI and Terahertz Communication in Next-Generation Hotel Infrastructure
by Vuk Mirčetić, Aleksandra Vujko, Martina Arsić, Darjan Karabašević and Svetlana Vukotić
World 2026, 7(1), 4; https://doi.org/10.3390/world7010004 - 3 Jan 2026
Viewed by 364
Abstract
This study investigates how next-generation digital infrastructures—terahertz (THz) communication and AI-driven network orchestration—shape perceived service quality, luxury perception, and loyalty within the context of luxury hospitality. An empirical survey was conducted among 693 guests at Torre Melina Gran Meliá (Barcelona) between June 2024 [...] Read more.
This study investigates how next-generation digital infrastructures—terahertz (THz) communication and AI-driven network orchestration—shape perceived service quality, luxury perception, and loyalty within the context of luxury hospitality. An empirical survey was conducted among 693 guests at Torre Melina Gran Meliá (Barcelona) between June 2024 and June 2025. Using a refined 38-item Likert-scale instrument, a three-factor structure was validated: (F1) Network Performance (speed, stability, coverage, seamless roaming, and multi-device reliability), (F2) Luxury Perception (modernity, innovation, and brand image), and (F3) Service Loyalty (satisfaction, return intentions, recommendations, and willingness to pay a premium). The results reveal that superior network performance functions both practically and symbolically. Functionally, it enables uninterrupted video calls, smooth streaming, low-latency gaming, and reliable multi-device usage—now considered essential utilities for contemporary travelers. Symbolically, high-performing and intelligently managed connectivity conveys technological leadership and exclusivity, thereby enhancing the hotel’s luxury image. Collectively, these effects create a “virtuous cycle” in which technical excellence reinforces perceptions of luxury, which in turn amplifies satisfaction and loyalty behaviors. From a managerial perspective, advanced connectivity should be viewed as a strategic investment and brand differentiator rather than a cost center. THz-ready, AI-orchestrated networks support personalization, dynamic bandwidth allocation (i.e., real-time adjustment of network capacity in response to fluctuating user demand), and monetizable premium service tiers, directly strengthening guest retention and brand equity. Ultimately, next-generation connectivity emerges not as an ancillary amenity but as a defining pillar of luxury hospitality in the emerging 6G era. Full article
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23 pages, 5039 KB  
Article
A3DSimVP: Enhancing SimVP-v2 with Audio and 3D Convolution
by Junfeng Yang, Mingrui Long, Hongjia Zhu, Limei Liu, Wenzhi Cao, Qin Li and Han Peng
Electronics 2026, 15(1), 112; https://doi.org/10.3390/electronics15010112 - 25 Dec 2025
Viewed by 233
Abstract
In modern high-demand applications, such as real-time video communication, cloud gaming, and high-definition live streaming, achieving both superior transmission speed and high visual fidelity is paramount. However, unstable networks and packet loss remain major bottlenecks, making accurate and low-latency video error concealment a [...] Read more.
In modern high-demand applications, such as real-time video communication, cloud gaming, and high-definition live streaming, achieving both superior transmission speed and high visual fidelity is paramount. However, unstable networks and packet loss remain major bottlenecks, making accurate and low-latency video error concealment a critical challenge. Traditional error control strategies, such as Forward Error Correction (FEC) and Automatic Repeat Request (ARQ), often introduce excessive latency or bandwidth overhead. Meanwhile, receiver-side concealment methods struggle under high motion or significant packet loss, motivating the exploration of predictive models. SimVP-v2, with its efficient convolutional architecture and Gated Spatiotemporal Attention (GSTA) mechanism, provides a strong baseline by reducing complexity and achieving competitive prediction performance. Despite its merits, SimVP-v2’s reliance on 2D convolutions for implicit temporal aggregation limits its capacity to capture complex motion trajectories and long-term dependencies. This often results in artifacts such as motion blur, detail loss, and accumulated errors. Furthermore, its single-modality design ignores the complementary contextual cues embedded in the audio stream. To overcome these issues, we propose A3DSimVP (Audio- and 3D-Enhanced SimVP-v2), which integrates explicit spatio-temporal modeling with multimodal feature fusion. Architecturally, we replace the 2D depthwise separable convolutions within the GSTA module with their 3D counterparts, introducing a redesigned GSTA-3D module that significantly improves motion coherence across frames. Additionally, an efficient audio–visual fusion strategy supplements visual features with contextual audio guidance, thereby enhancing the model’s robustness and perceptual realism. We validate the effectiveness of A3DSimVP’s improvements through extensive experiments on the KTH dataset. Our model achieves a PSNR of 27.35 dB, surpassing the 27.04 of the SimVP-v2 baseline. Concurrently, our improved A3DSimVP model reduces the loss metrics on the KTH dataset, achieving an MSE of 43.82 and an MAE of 385.73, both lower than the baseline. Crucially, our LPIPS metric is substantially lowered to 0.22. These data tangibly confirm that A3DSimVP significantly enhances both structural fidelity and perceptual quality while maintaining high predictive accuracy. Notably, A3DSimVP attains faster inference speeds than the baseline with only a marginal increase in computational overhead. These results establish A3DSimVP as an efficient and robust solution for latency-critical video applications. Full article
(This article belongs to the Special Issue Digital Intelligence Technology and Applications, 2nd Edition)
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14 pages, 625 KB  
Article
Directional and Skill-Level Differences in the Speed–Accuracy Trade-Off During Lacrosse Passing
by Saki Tomioka, Hitoshi Koda and Noriyuki Kida
J. Funct. Morphol. Kinesiol. 2026, 11(1), 8; https://doi.org/10.3390/jfmk11010008 - 25 Dec 2025
Viewed by 273
Abstract
Background: Passing in lacrosse is a fundamental skill essential for both offense and defense, directly influencing game flow. Although the speed–accuracy trade-off is well recognized in motor control, its features in lacrosse passing—particularly regarding directional aspects and skill differences—remain unclear. This study [...] Read more.
Background: Passing in lacrosse is a fundamental skill essential for both offense and defense, directly influencing game flow. Although the speed–accuracy trade-off is well recognized in motor control, its features in lacrosse passing—particularly regarding directional aspects and skill differences—remain unclear. This study quantified the relationship between pass speed, accuracy, bias, and consistency and examined directional effects and skill-level differences. Methods: Twenty-two female university players (skilled: n = 9; unskilled: n = 13) executed overhand passes to a 5 cm × 5 cm target from 11 m under three effort conditions: warm-up, game intensity, and full effort. Ball speed was derived from lateral video, and landing coordinates from posterior footage. Accuracy, bias, and consistency were assessed using radial error (RE), centroid error (CE), absolute CE (|CE|), and bivariate variable error (BVE). Directional patterns were analyzed through lateral and vertical components and the 95% confidence intervals of the major and minor axes of an error ellipse. A two-way analysis of variance was performed with condition as the within-subject factor and skill level as the between-subject factor. Results: Ball speed increased significantly across conditions. RE, |CE|, and BVE increased with speed, showing directional dependence: variability expanded mainly along the major axis, while the minor axis remained stable. Skilled players showed smaller RE and BVE, with differences most evident vertically and along the major axis. CE direction stayed consistent, indicating that reduced accuracy stemmed from greater bias magnitude and lower consistency rather than shifts in the mean landing point. Conclusions: Findings confirm a speed–accuracy trade-off in lacrosse passing, characterized by directional specificity and skill-related effects. Combining RE, CE, BVE, and ellipse-axis analyses clarified error structure, showing variability concentrated along the movement axis. These results support training focused on vertical control and timing and highlight the value of directional metrics for assessing lacrosse performance. Future research should include male athletes, advanced levels, and in-game scenarios to extend generalizability. Full article
(This article belongs to the Section Kinesiology and Biomechanics)
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27 pages, 1714 KB  
Article
Beyond Escapism: The Positive Role of Cosplay in Gender Expression, Mental Health, and Cultural Consumption in Japan
by Moqiao Liu
Soc. Sci. 2026, 15(1), 10; https://doi.org/10.3390/socsci15010010 - 25 Dec 2025
Viewed by 631
Abstract
With the promotion and development of anime, manga, and video games in Japan and beyond, a substantial number of fans have been attracted. These people began to dress up as their favorite characters. Cosplay has found applications in different fields. This essay argues [...] Read more.
With the promotion and development of anime, manga, and video games in Japan and beyond, a substantial number of fans have been attracted. These people began to dress up as their favorite characters. Cosplay has found applications in different fields. This essay argues that cosplay has played a positive role in promoting gender expression, enhancing mental health, and fostering cultural consumption that transcends mere escapism. Cosplay provides a safe environment for gender expression, challenging traditional gender norms, embracing diversity of gender expression, and allowing cosplayers to showcase their gender identities. Cosplay helps cosplayers not only overcome mental pressure in real life by enabling them to play superheroes and build their resilience, but also brings them a sense of achievement and cultivates their problem-solving abilities through the creation of costumes. Cosplayers utilize these characters for cultural consumption, promoting the cosplay-related economic industry in Japan. Cosplayers, audiences, and organizers of anime conventions form a sustainable consumption cycle by making or purchasing costumes, spending money on merchandise, and organizing comic conventions. Cosplay has driven economic benefits in the catering, photography, and venue rental industries by incorporating anime themes and catering to the demands of three major consumer groups. Full article
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21 pages, 2580 KB  
Article
Effects of Video Game Type on Cognitive Performance and Brain Functional Connectivity: A Longitudinal EEG Study
by Jingqing Lu, Ruifang Cui, Lijun Jiang, Chenyu Mu, Weiyi Ma, Diankun Gong and Dezhong Yao
Brain Sci. 2026, 16(1), 24; https://doi.org/10.3390/brainsci16010024 - 25 Dec 2025
Viewed by 892
Abstract
Background: Previous research has shown that video gaming experience is associated with changes in cognitive and perceptual functions as well as neural structure and function. However, how the different types of video games differentially influence cognitive function and neuroplasticity remains unclear. Methods [...] Read more.
Background: Previous research has shown that video gaming experience is associated with changes in cognitive and perceptual functions as well as neural structure and function. However, how the different types of video games differentially influence cognitive function and neuroplasticity remains unclear. Methods: In this 30-week longitudinal study, participants were randomly assigned to an action video game group or a strategy card game group. Behavioral assessments and resting-state electroencephalography (EEG) recordings were administered at six time points to evaluate changes in attention, working memory, executive function, and their neural correlates. Results: Both groups showed significant improvements in multiple cognitive tasks, but the underlying neural mechanisms differed. The action video game group showed greater increases in low-frequency EEG relative power (delta and theta bands) and more pronounced decreases in alpha-band functional connectivity at the 10-week follow-up after the end of training. Conclusions: These findings suggest that different types of video games improve cognition through distinct neuroplasticity pathways, with action games effective in optimizing neural efficiency and producing sustained effects. This study provides new insights into the cognitive and neural mechanisms of game-based enhancements and offers implications for the design of targeted digital cognitive interventions. Full article
(This article belongs to the Section Cognitive, Social and Affective Neuroscience)
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25 pages, 5337 KB  
Article
How Digital Mythological Narratives in Video Games Enhance Audiences’ Destination Perceptions and Travel Intentions: Evidence from YouTube Comments on Black Myth: Wukong
by Yanping Xiao, Ruomei Tang, Zixi Guo and Xue Wang
Sustainability 2026, 18(1), 160; https://doi.org/10.3390/su18010160 - 23 Dec 2025
Viewed by 548
Abstract
The cross-fertilization of video games and tourism has expanded in recent years, with digital narratives increasingly shaping real-world travel behavior, yet the mechanisms linking mythological video games to pre-trip travel intention remain underexplored. Using the Chinese mythological game Black Myth: Wukong as a [...] Read more.
The cross-fertilization of video games and tourism has expanded in recent years, with digital narratives increasingly shaping real-world travel behavior, yet the mechanisms linking mythological video games to pre-trip travel intention remain underexplored. Using the Chinese mythological game Black Myth: Wukong as a case, this study examines how digital myth narratives relate to overseas audiences’ perceptions of, and travel intentions towards, Chinese tourist destinations in a cross-cultural context. Based on a large corpus of YouTube comments, we integrate topic modeling, sentiment analysis, and interpretable machine learning to identify semantic cues associated with travel intention. The results indicate that multidimensional perceptions elicited by digital myth narratives are associated with a gradual evolution of destination image from cognitive to affective and then intentional. Cultural symbol perception, cross-cultural understanding, aesthetic appreciation, and emotional resonance show positive relationships with travel intention and appear as important predictors in the model. SHAP analysis further suggests a nonlinear threshold effect, whereby the probability that a comment is classified as expressing travel intention increases when overall perception reaches a relatively high level. Embedding the cognition–emotion–intention path within a digital game context, this study provides empirical evidence on destination image and behavioral intention in digital narrative settings and offers implications for cross-cultural communication and sustainable tourism planning. Full article
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14 pages, 242 KB  
Article
Split Fiction: Gaming, Authorship, and Corporate Extraction in the Age of AI
by Anastasia Salter and John T. Murray
Humanities 2026, 15(1), 2; https://doi.org/10.3390/h15010002 - 21 Dec 2025
Viewed by 423
Abstract
This article examines Split Fiction, a cooperative video game that engages with themes of authorship, creativity, and artificial intelligence in the digital age. The game presents aspiring authors whose creative ideas are extracted by a corporate machine—a metaphor for contemporary generative AI [...] Read more.
This article examines Split Fiction, a cooperative video game that engages with themes of authorship, creativity, and artificial intelligence in the digital age. The game presents aspiring authors whose creative ideas are extracted by a corporate machine—a metaphor for contemporary generative AI systems. Through its mandatory two-player cooperative mechanics and genre-shifting gameplay, Split Fiction explores tensions between human creativity and automated generation, individual authorship and corporate extraction, and procedural rhetoric versus narrative meaning. We analyze how the game’s mechanical variety, intertextual references, and meta-narrative structure comment on the current landscape of AI in creative industries, particularly as director Josef Fares’s ambivalent statements about AI complicate straightforward readings of the work as purely anti-AI critique. The game ultimately offers a nuanced exploration of creative labor futures in an age where the boundaries between human and machine authorship grow increasingly uncertain. Full article
(This article belongs to the Special Issue Electronic Literature and Game Narratives)
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