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    International Journal of Gaming and Computer-Mediated Simulations

    International Journal of Gaming and Computer-Mediated Simulations

    JournalISSN 1942-3888eISSN 1942-3896中科院 计算机科学 4区

    年发文量

    研究主题

    论文(339)

    排序
    1Immersive Technology-Supported English Language Learning As a Socio-Technical System
    Bo Zhou,Seong Pek Lim,Peerla Prasantham, Muhammad Zaini Miftah, Yi Pan

    This study charts immersive technology-supported English language learning from a socio-technical systems perspective informed by cybernetics. Bibliometric analysis of 230 Web of Science Core Collection articles (2021–2025) examined research trends, thematic structures, intellectual connections, and emerging priorities. Keyword co-occurrence revealed four themes: virtual reality-supported language acquisition and technology acceptance, game-based augmented reality pedagogy, experiential and collaborative learning, and language performance and affective factors. Bibliographic coupling identified three intellectual streams: virtual reality-supported instruction and learner experience, mobile and game-based augmented reality, and speaking interaction and affective experience. Keyword bursts suggested a shift from performance toward pedagogical integration, learner perceptions, and anxiety. Synthesizing these findings, the study proposes a five-dimensional socio-technical framework encompassing technological environments, pedagogical integration, learner participation, affective experience, and language learning outcomes. Three potential mediation pathways are proposed for empirical testing. Cybernetic feedback may inform pedagogical adjustments through learner experiences and outcomes, with potential relevance to quality education.

    2026
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    2Impact of Addiction and Flow Experience on the Intention to Purchase In-Game Virtual Goods
    José Magano, António Carrizo Moreira,Nina Szczygiel

    Flow experience and gaming addiction are central to understanding player engagement and spending. This study proposes and tests an integrated model linking flow, online gaming addiction, and purchase intention for in-game virtual goods. Data from 483 gamers were analyzed using covariance-based structural equation modeling. Results confirm that flow positively influences purchase intention both directly and indirectly through addiction, which functions as a partial mediator. Multi-group analysis reveals the core model is robust across gender and engagement level, although the indirect pathway via addiction is stronger among experienced players, while light users show greater sensitivity to engagement-driven consumption. These findings clarify how immersive experiences translate into economic behavior, identify vulnerable user segments, and inform game designers, marketers, and policymakers concerned with responsible monetization.

    2026
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    3Balancing Immersion and Cognitive Load in VR Simulation Environments for Multimedia Art Design Education
    Lina Fan

    This study investigates the design of virtual reality simulation environments for multimedia art education through a 2 × 2 within-subjects experiment (n = 40). Participants experienced four conditions varying in scene complexity (simple/complex) and color temperature (warm/cool). Results show that complex scenes enhanced spatial presence but increased cognitive load, while warm colors boosted positive affect and learning motivation. Presence positively predicted learning outcomes, yet cognitive load did not moderate this relationship. These findings support a triangular balance framework for virtual reality simulation design, offering evidence-based guidelines for game-based immersive learning environments in art education.

    2026
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    4AI Narrative-Driven Digital Inheritance of Rope-Knot Craft-Operational Mechanism and Implementation Model
    Haiyan Zhao

    Rope-knot craft technology is an important intangible cultural heritage in China. At present, its digital inheritance mostly stays in shallow display, and it is difficult to convey deep cultural connotation and operational logic. Therefore, this paper explores the role of artificial intelligence (AI) narration in the digital inheritance of rope-knot craft technology and promotes users' understanding and cultural identity through knowledge structuring, narrative situation construction, interactive feedback, and content iteration.

    2026
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    5AI-Empowered Immersive Simulation Talent Training Mode for Vocational Art Design
    Xiaolin Wang, Zhifu Lei

    In the digital economy, vocational art design education suffers from inadequate creativity, weak industry linkage, and simplistic evaluation. This study develops a dual-modal generative evaluation engine using vision-language models and low-rank adaptation (LoRA) lightweight fine-tuning. With a curriculum-competency-post knowledge graph embedded with Myers-Briggs type indicator (MBTI) traits and market adaptation indicators, it achieves dynamic curriculum arrangement and accurate coach-student matching. Integrated with Few-Shot Diffusion generation, multi-agent grouping, and extended reality (XR) adaptive rendering, an immersive simulation training framework is constructed. Practical verification proves this model effectively enhances students’ design competence and industry adaptability, providing a replicable paradigm for school-enterprise cooperation. Key implementation norms are summarized to support the development of immersive simulation-based art design education.

    2026
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    立即登录,查看全部 339 篇论文

    高被引作者

    作者引用发文
    John Rice19272
    Albert D. Ritzhaupt4785
    Anna Baralt4441
    Bruce D. Homer1952
    Jan L. Plass1952
    Chris Dede1805
    Elizabeth O. Hayward1781
    Jamie L. Shapiro1761
    Yitong Liu1761
    Tuomas Kari1732

    高产作者

    作者引用发文
    Brock Dubbels7010
    Chris Dede1805
    Albert D. Ritzhaupt4785
    Douglas B. Clark385
    Michael P. McCreery74
    Yam San Chee534
    Richard Ferdig154
    Carrie Heeter1034
    Patrick O'Shea1074
    Pratim Sengupta163

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