Articles published on Video Game
Authors
Select Authors
Journals
Select Journals
Duration
Select Duration
23405 Search results
Sort by Recency
- New
- Research Article
- 10.1186/s40359-026-03995-8
- Feb 6, 2026
- BMC psychology
- Sara González-Álvarez + 2 more
The relationship between video game use, antisocial behaviour, and bullying in adolescents and young adults, and gender differences.
- New
- Research Article
- 10.1287/mnsc.2023.02957
- Feb 6, 2026
- Management Science
- Mingliu Chen + 2 more
Managing player engagement is vital to the online gaming industry, given that many games generate revenue through subscription models and microtransactions. We scrutinize engagement management in the prevalent category of competitive video games, where players are frequently matched against one another, and matchmaking systems substantially impact engagement. We propose a dynamic model to analyze player dynamics and optimize matchmaking policies for maximum engagement. Our model takes into account two essential factors in competitive games: heterogeneous skill levels and players’ aversion to losing. Additionally, the model enables us to consider pay-to-win strategies and AI-powered bots, which are contentious methods of influencing player engagement and endogenously affect the optimal matchmaking policy. To provide sharp insights, we analyze a specific case where there are two skill levels, and players churn only after experiencing a losing streak. The optimal matchmaking policy considers both short-term rewards by matching players myopically and long-term rewards by adjusting skill distribution. The pay-to-win system can positively impact player engagement when the majority of players are low-skilled, because adopting pay-to-win also affects skill distribution. This result challenges the conventional wisdom that typically regards pay-to-win as trading player experience for revenue. When incorporating AI-powered bots, we demonstrate that optimizing the matchmaking policy can significantly reduce the number of required bots. We then extend our model and conduct a case study with real data from an online chess platform. The optimal policy can improve engagement by 4%–6% or reduce the percentage of bots by 3% in comparison with skill-based matchmaking. This paper was accepted by Jeannette Song, operations management. Funding: A. N. Elmachtoub is partially supported by NSF [Grant CMMI-1944428]. X. Lei is partially supported by the Hong Kong Research Grants Council [Early Career Scheme 27503123]. Supplemental Material: The online appendix and data files are available at https://doi.org/10.1287/mnsc.2023.02957 .
- New
- Research Article
- 10.1186/s43163-026-01009-3
- Feb 5, 2026
- The Egyptian Journal of Otolaryngology
- Ümit Can Çetinkaya + 2 more
Abstract Objectives Despite the well-documented link between action video game playing and enhanced visual perception, there is a lack of sufficient studies exploring auditory abilities. The purpose of this study is to compare temporal processing and auditory memory abilities between individuals who play action video games and those with little to no video game experience. Methods The study included 39 action video game players and 35 individuals with little to no video game experience. Participants underwent the Frequency Pattern Test (FPT), Duration Pattern Test (DPT), and Random Gap Detection Test to assess their temporal auditory processing skills. The Digit Span Test and Reverse Digit Span Test were used to evaluate auditory memory capacity. Independent sample t-tests or Mann–Whitney U tests were used for group comparisons. Results No significant differences were observed between the action video game players and non-players in the Frequency Pattern Test (69.74 ± 15.55 vs 68.85 ± 17.70; p > 0.05), Duration Pattern Test (84.35 ± 14.69 vs 86.71 ± 13.71; p > 0.05), Random Gap Detection Test (7.16 ± 4.90 vs 8.91 ± 7.21; p > 0.05), Digit Span Test (5.56 ± 0.71 vs 5.51 ± 0.98; p > 0.05), or Reverse Digit Span Test (3.94 ± 0.81 vs 3.60 ± 0.82; p = 0.05). Conclusion Our results indicate that auditory abilities do not show enhancement in action video game players. Further research is needed to evaluate the potential of video games as an intervention tool, especially for individuals who experience difficulties with auditory processing.
- New
- Research Article
- 10.1016/j.ridd.2026.105241
- Feb 5, 2026
- Research in developmental disabilities
- Anna Pyszkowska + 2 more
Game on but pay the price: Hyperfocus, flow, escapism, self-efficacy, and burnout among video gamers with ADHD traits.
- New
- Research Article
- 10.1287/opre.2023.0026
- Feb 4, 2026
- Operations Research
- Jiangze Han + 2 more
From Loot Boxes to Better Design: Pricing Randomized Products Randomized rewards—often described as “mystery packs” or “blind-box” mechanics—are now a familiar feature in many video games. Yet choosing a loot box’s price and the odds of each possible drop is not just a design decision; it is a challenging optimization problem. In their accepted Operations Research paper, “Algorithms for loot box design” (Han, Ryan, and Tong, forthcoming), the authors develop an algorithmic framework for designing loot boxes by selecting a purchase price and item drop probabilities to maximize expected revenue under player choice behavior. They show that the general problem is computationally hard, but also identify economically motivated restrictions on player utilities that make the design problem tractable. When the number of items is fixed, the paper provides an exact polynomial-time algorithm under one class of utility structures and efficient approximation algorithms with provable guarantees under another. The analysis also links loot-box design to classic pricing ideas, offering guidance on how to translate item-level values and rarity into transparent, well-performing randomized reward systems.
- New
- Research Article
- 10.1002/lary.70401
- Feb 4, 2026
- The Laryngoscope
- Summer Xu + 2 more
The head mirror was invented by Friedrich Hoffmann in 1841 and popularized by Anton von Troeltsch in 1855, whose design is still used today. Though it was primarily used by otolaryngologists, it is used ubiquitously as a symbol to represent doctors in the popular press and media. This investigation examines how the role of the head mirror throughout history has influenced medical symbolism in popular culture. Literature review was conducted including primary references exploring the history and development of the head mirror, followed by a secondary search of references cited by retrieved articles. The National Library of Medicine was used to search for historical texts. A Boolean search using "head mirror" AND "manual" was conducted. Primary sources such as cartoons and newspapers with depictions of the head mirror were also utilized. Doctors wearing head mirrors appear in a wide range of comic strips, television shows, paper and digital advertisements, as well as children's media and video games from the early 20th century up through the current day. While history often leads us to understand how symbols arise, we can only postulate the cultural reasons why certain symbols persist. Perhaps it is the striking appearance, the visual humor, or the nostalgic aspect of the head mirror in combination with its historical significance that has been permanently etched into the image of the physician. While the everyday use of the head mirror has declined, its use in mainstream media is as pervasive as ever.
- New
- Research Article
- 10.1371/journal.pone.0339704
- Feb 4, 2026
- PloS one
- Lynn Eitner + 14 more
To prevent therapy fatigue and maintain motivation for daily home muscle training is important for children with cerebral palsy (CP). Therefore, we developed the computer-based Motion-controlled training tool MightyU. Its feasibility, short-term effectiveness and acceptance of the game in daily muscle training at home was now tested in children with varying degrees of motor impairment. A surface electromyography sensor detects muscle activation, which is translated into in-game actions. In this way, targeted muscle activity is used to collect coins during gameplay. 19 children with CP tested MightyU at home for a week on a predetermined muscle group of the upper or lower limbs. The feasibility analysis considered the number of refusals to participate in the study, voluntary use at home and feedback based on the Game Experience Questionnaire (GEQ). The evaluation of usability based on modified System Usability Scale (SUS). The training effect was assessed by analyzing the difference between collected coins before and after a one-week training. MightyU was refused by 2 of 21 children, 19 children (N = 9 female, 11.3 ± 2.9 years, gross motor function classification scale GMFCS I-IV) used it at home without adverse effects. All children and their families exhibited great interest in this game independent of age, intelligence quotient, severity of disability, targeted movement, and prior experience with computer games. Key results from the GEQ were positive, yet children evaluated the gaming experience more positively to their parents across all categories. Median SUS score was 83.3% (IQR: 75.0-91.7) for children and 79.2% (IQR: 66.7-91.7) for parents, indicating good perceived usability. Training led to improvement in collecting coins (41% increase). There is a fundamental interest amongst children with CP and their families for the pioneering therapy option MightyU due to its user satisfaction and usability, thereby potentially augmenting patient autonomy and compliance.
- New
- Research Article
- 10.1371/journal.pone.0339704.r006
- Feb 4, 2026
- PLOS One
- Lynn Eitner + 18 more
IntroductionTo prevent therapy fatigue and maintain motivation for daily home muscle training is important for children with cerebral palsy (CP). Therefore, we developed the computer-based Motion-controlled training tool MightyU. Its feasibility, short-term effectiveness and acceptance of the game in daily muscle training at home was now tested in children with varying degrees of motor impairment.MethodsA surface electromyography sensor detects muscle activation, which is translated into in-game actions. In this way, targeted muscle activity is used to collect coins during gameplay. 19 children with CP tested MightyU at home for a week on a predetermined muscle group of the upper or lower limbs. The feasibility analysis considered the number of refusals to participate in the study, voluntary use at home and feedback based on the Game Experience Questionnaire (GEQ). The evaluation of usability based on modified System Usability Scale (SUS). The training effect was assessed by analyzing the difference between collected coins before and after a one-week training.ResultsMightyU was refused by 2 of 21 children, 19 children (N = 9 female, 11.3 ± 2.9 years, gross motor function classification scale GMFCS I-IV) used it at home without adverse effects. All children and their families exhibited great interest in this game independent of age, intelligence quotient, severity of disability, targeted movement, and prior experience with computer games. Key results from the GEQ were positive, yet children evaluated the gaming experience more positively to their parents across all categories. Median SUS score was 83.3% (IQR: 75.0–91.7) for children and 79.2% (IQR: 66.7–91.7) for parents, indicating good perceived usability. Training led to improvement in collecting coins (41% increase).ConclusionThere is a fundamental interest amongst children with CP and their families for the pioneering therapy option MightyU due to its user satisfaction and usability, thereby potentially augmenting patient autonomy and compliance.
- New
- Research Article
- 10.1097/sle.0000000000001420
- Feb 2, 2026
- Surgical laparoscopy, endoscopy & percutaneous techniques
- Giovanni D Tebala + 6 more
Virtual reality simulation is a fundamental adjunct to robotic surgery training. It is not clear if individual performance at the simulator can be affected by predisposing factors such as gender, video gaming, and instrument playing. Sixty-three volunteering medical students performed five times the same exercise at the DaVinci Simulator, and performance scores were collected for each participant (Overall Score, Time to Complete, Economy of Motion, Penalty Score) along with their demographics. Data were collected and analyzed within an electronic database. The difference (delta) between the highest score obtained in tests 2 to 5 and the score obtained in test 1 was calculated for each of the 4 scores and for each participant. All participants showed a significant improvement in their scores with practice (deltas were always positive). Median PS was significantly lower in women, but PSdelta was significantly higher in women than in men. Median TC and median PS were significantly lower in non-video game users. No significant difference of performance scores was found between music players and non-music players. Multivariable analysis confirmed that female gender was an independent prognostic variable towards PSdelta, that is, women showed a steeper improvement in their performance. Repeated simulation improves the performance of surgically naïve medical students. Women and non-video gamers had higher penalty scores, but women tend to improve their skills quickly. As videogaming is much more frequent within the group of men, it is possible that videogaming itself, and not gender, can have a positive effect by enhancing eye-hand coordination.
- New
- Research Article
- 10.1177/00469580251413101
- Feb 1, 2026
- Inquiry : a journal of medical care organization, provision and financing
- Saeideh Goharinejad + 4 more
Post-traumatic stress disorder (PTSD) is often debilitating, with current treatments limited by low adherence, high costs, and accessibility issues. Innovative technologies such as virtual reality (VR), augmented reality (AR), and therapeutic video games provide immersive environments that may improve treatment outcomes. This systematic review and meta-analysis evaluated the efficacy of these approaches and explored their potential advantages over traditional methods. A comprehensive search of PubMed, PsycINFO, CINAHL, Web of Science, and Cochrane identified relevant studies. Two reviewers independently screened articles, extracted data, and assessed quality using the Mixed Methods Appraisal Tool (MMAT). A random-effects model was used to calculate pooled effect sizes (Hedges' g), and heterogeneity was evaluated with the Q test and I2 statistic. Publication bias was examined with funnel plots, Egger's, and Begg's tests. Analyses were performed in Stata version 17.0. From 480 records, 21 studies were included in the review and 12 in the meta-analysis. VR-based treatments yielded a pooled effect size of -0.35 (95% CI [-0.57, -0.13]), indicating a small-to-moderate reduction in PTSD symptoms. The effect was statistically significant (z = -3.13, P < .01), with moderate heterogeneity (I2 = 46.28%, P = .03). Funnel plots and statistical tests suggested minimal publication bias. Meta-regression showed no moderating effect of gender. Subgroup analyses indicated significant benefits in male-only samples, participants aged 20 to 30 and over 40, and studies with follow-up periods ≤7 months. Larger effects were observed in studies with 15 to 30 participants. VR, AR, and video game interventions significantly reduce PTSD symptoms and may enhance accessibility and engagement compared to traditional treatments. These findings support the integration of immersive technologies into therapeutic practice to improve outcomes for individuals with PTSD.
- New
- Research Article
2
- 10.1016/j.pedhc.2025.08.005
- Feb 1, 2026
- Journal of pediatric health care : official publication of National Association of Pediatric Nurse Associates & Practitioners
- Raquel Lourenço Silva + 3 more
Consequences of Screen Time on Sleep Quality in Children and Adolescents: A Scoping Review.
- New
- Research Article
- 10.1016/j.fss.2025.109659
- Feb 1, 2026
- Fuzzy Sets and Systems
- Hai Wang + 4 more
Distributed fuzzy adaptive optimal consensus framework for multiagent with imprecise topology via reinforcement learning in graph games
- New
- Research Article
- 10.58578/arzusin.v6i1.9025
- Feb 1, 2026
- ARZUSIN
- Amelia Meliana Wila + 4 more
This study was conducted in response to the still limited number of studies examining the use of Wordwall as an interactive educational game medium to support elementary school students’ understanding of Indonesian language concepts, despite the important role of digital learning technologies in improving the quality of learning processes in the modern era. The study aimed to analyze the effect of using Wordwall on improving students’ understanding of Indonesian language concepts. A quantitative approach was employed with a pre-experimental one-group pretest–posttest design. The research subjects were 15 grade IIIA students selected using a total sampling technique, with pretest and posttest instruments each consisting of 20 items. The collected data were analyzed using normality and homogeneity tests, t-tests, and n-gain score calculations with the assistance of SPSS version 16. The results showed that the data met the assumptions of normality and homogeneity, and the t-test produced a significance value of 0.00 < 0.05, indicating a significant effect of Wordwall use on students’ understanding of Indonesian language concepts. The average student learning outcomes increased from 58.33 to 81.67, with the n-gain categorized as moderately effective. These findings confirm that Wordwall can serve as an instructional medium that more optimally enhances students’ conceptual understanding and opens up opportunities for further research with larger samples and stronger experimental designs to strengthen the theoretical basis for the effectiveness of digital educational media and to generate practical recommendations for teachers.
- New
- Research Article
- 10.1016/j.jss.2025.112649
- Feb 1, 2026
- Journal of Systems and Software
- Samuel Navarro + 4 more
Software product families from a phylogenetics perspective for video game content generation
- New
- Research Article
- 10.1002/ijop.70157
- Feb 1, 2026
- International journal of psychology : Journal international de psychologie
- Tailson Evangelista Mariano + 4 more
This study investigates how racialized representations in violent video games influence implicit and explicit racial attitudes, and whether these effects are moderated by the player's racial identity. Grounded in the General Aggression Model and Evaluative Conditioning theory, 140 participants were randomly assigned to view a violent gameplay video featuring either a Black or a White character. Implicit attitudes were assessed using the Implicit Association Test, and explicit attitudes were measured with a biological racism scale. Results revealed a significant main effect of character race on implicit attitudes: participants exposed to the Black character showed stronger pro-White/anti-Black biases. Moderation analysis indicated that this effect was significant among White participants but not among Black participants. Conversely, Black participants exhibited a significant reduction in explicit racism after exposure to the violent Black character, whereas White participants showed no change. Although moderation effects were marginally significant, the crossover pattern suggests that ingroup identification and stereotype activation may operate in opposite directions depending on viewer identity. These findings advance understanding of media-induced racial bias and highlight the need for more inclusive character representations in interactive media. Implications for theory, game design, and media literacy are discussed.
- New
- Research Article
- 10.1097/nnd.0000000000001152
- Feb 1, 2026
- Journal for nurses in professional development
- Jamie Gordon + 3 more
"The Ultimate Nursing-Sensitive Indicator Showdown" project aimed to enhance nursing and unlicensed personnel's knowledge and improve nursing-sensitive indicator outcomes through gamified education. The initiative focused on preventing hospital-acquired conditions. Utilizing Keller's ARCS (attention, relevance, confidence, and satisfaction) model, the project employed interactive games to engage participants, resulting in improved clinical practice and patient outcomes. The pilot showed positive results, supporting the expansion of this innovative educational approach sitewide.
- New
- Research Article
- 10.18203/2394-6040.ijcmph20260282
- Jan 31, 2026
- International Journal Of Community Medicine And Public Health
- Sara K Alnasser + 2 more
Background: Prolonged screen time in the modern digital society, including television viewing, smartphone use, computer use, and video gaming, has emerged as a significant public health concern. Excessive screen exposure may reduce physical activity levels and contribute to obesity. This study aimed to evaluate the association between screen time, physical activity, and obesity among adults living in Saudi Arabia. Methods: A cross-sectional online survey was conducted using a 26-item questionnaire assessing screen time behaviors, physical activity (Godin–Shephard Leisure-Time Physical Activity Questionnaire), and sociodemographic characteristics. Data were analyzed using SPSS version 29. Results: A total of 1,282 participants completed the survey; 58% were female, and 57% were aged between 20 and 49 years. Overall, 36% of respondents were overweight, 27% were obese, and 64% were physically active. Screen time exceeding four hours per weekday was reported by 26% for television, 39% for computers, 7% for video games, and 77% for smartphones. Several demographic and socioeconomic factors were associated with increased computer and smartphone use. Smartphone use was significantly associated with insufficient physical activity or sedentary behavior, but not with overweight or obesity. Conclusions: High levels of screen time were observed among adults in Saudi Arabia. While prolonged screen exposure was not associated with obesity, excessive screen time, particularly smartphone use, was significantly associated with lower physical activity levels. These findings highlight the need for public health strategies that promote physical activity and address excessive screen use among adults.
- New
- Research Article
- 10.30853/phil20260046
- Jan 30, 2026
- Philology. Issues of Theory and Practice
- Aleksej Vyacheslavovich Kamaldinov + 1 more
The subject of this research is the creative work of the mangaka Junji Ito, examined within the context of the development of Gothic, Neo-Gothic, and horror literature. The study aims to substantiate the continuity of Junji Ito’s work with European and North American Gothic and Neo-Gothic traditions by analyzing several elements of his oeuvre through the lens of Western Gothic and Neo-Gothic literature, cinema, and video games, as well as horror literature and film. The article explores how Ito’s work inherits features of the Gothic canon and further develops it through Neo-Gothic tropes, images, and motifs. The work provides a definition of the Gothic novel, elucidates the phenomenon of Neo-Gothicism, and traces their evolution into the horror genre. Subsequently, Junji Ito’s creative output is analyzed using the established concepts of Gothic, Neo-Gothic, and horror. The scientific novelty of the study lies in the fact that Junji Ito’s work is practically unrepresented in the Russian academic field; furthermore, the study proposes a definition of the “Neo-Gothic canon” as a significant phenomenon of modern popular culture. For the first time, Junji Ito’s oeuvre is examined through the prism of the Gothic tradition and the horror genre in cultural history, and his works are analyzed as part of the contemporary Neo-Gothic canon of mass culture. The findings demonstrate that Junji Ito’s work is heavily influenced by the tropes and clichés of European horror, the formation of which can be traced back to the origins of the Gothic novel in Europe.
- New
- Research Article
- 10.54097/6y40xe88
- Jan 29, 2026
- Academic Journal of Science and Technology
- Yubo Wang
Game frame rate (FPS) is a critical indicator of user experience and hardware performance in modern video games. However, players often lack accessible tools for predicting FPS under different configurations without running costly benchmarks. This study proposes a lightweight prediction framework that quantifies GPU performance, game workload, resolution scaling, and technologies such as DLSS and Frame Generation into measurable indicators. A synthetic dataset of 1296 configuration combinations was generated to ensure coverage of diverse scenarios. Linear Regression was implemented as a baseline model, and Random Forest was introduced as an improvement, demonstrating higher accuracy and robustness in both training and testing. An interactive command-line tool was developed, allowing users to input GPU, game, and resolution information to obtain FPS predictions. Although based on synthetic data, the framework illustrates the feasibility of FPS prediction via data-driven modeling and provides a foundation for future extensions with real-world benchmarks, broader hardware and game coverage, and advanced AI models for intelligent decision support.
- New
- Research Article
- 10.1002/ijop.70169
- Jan 28, 2026
- International journal of psychology : Journal international de psychologie
- Zhiying Zhang + 3 more
In the era of nature 2.0, new media rewires how we experience nature. To understand the psychological implications of this shift, three studies were conducted to explore the positive effects of techno-biophilia design in video games on various pro-social outcomes. In Study 1, online comments of certain popular video games were utilised to show a co-occurrence between the presence of nature elements and perceived natural beauty. Study 2, through the public goods game, then confirmed that individuals exposed to game scenes featuring natural landscapes reported statistically higher cooperative behaviour and helping intention, mediated by perceived natural beauty. Study 3 further recruited participants to participate in a virtual driving game, replicating the results by detecting higher climate change policy support and greater propensity for charitable donations among participants driving in the natural landscape. This research contributes to 'technology for good' through the exploration of nature element inclusion in video games, shedding light on techno-biophilia design and positive technology paradigm. It thus provides a foundational blueprint for how intelligent technologies of this era can be designed to foster inclusive pathways to the benefits of nature engagement, catering to diverse preferences and contexts.