熊硕,华中科技大学新闻与信息传播学院讲师、硕士生导师。北陆先端科学技术大学院大学(JAIST)信息科学游戏学领域博士,曾主持日本学术振兴会(JSPS)特别研究员项目。致力于游戏科学研究、游戏人才培养和游戏策划工作,主要从事游戏信息学、严肃游戏与游戏化、游戏智能博弈和策略等研究问题。重点关注游戏内置的科学问题,游戏系统、机制和数值的分析设计,以及严肃游戏作为解决方案在当代教育、战略、医疗等相关领域的应用。发表游戏相关研究论文30余篇(SCI、EI),著有译著《电子游戏世界》。
科研成果
[1] Shuo Xiong (2013) The Problems With Modern Japanese and Chinese Game Seclusion From the Outside World and In-Depth Analysis of the Countermeasures. International Conference on Japan Game Studies 2013. Kyoto, Japan. May. 2013
[2] Shuo Xiong and Hiroyuki Iida. (2014). The depth studies of game knowledge sharing and Asian game market. Replaying Japan Again: 2nd International Japan Game Studies Conference. Edmonton, Canada. Aug. 2014
[3] Shuo Xiong, Long Zuo, R. Chiewvanichakorn and Hiroyuki Iida. (2014). Quantifying Engagement of Various Games.The 19th Game Programming Workshop, pages 101-106. Hakone, Japan. Nov. 2014
[4] Shuo Xiong, Long Zuo and Hiroyuki Iida. (2014). Quantifying Engagement of Electronic Sports Game.Advances in Social and Behavioral Sciences Vols.5-6, pages 37-42. Hongkong, China. Dec. 2014
[5] Shuo Xiong, Hiroyuki Iida (2014). Attractiveness of Real Time Strategy Games. International Conference on Systems and Informatics, IEEE, pages 264-269. Shanghai, China. Nov. 2014
[6] Evolutionary Changes of Pokemon Game: A Case Study with Focus On Catching Pokemon. IFIP International Conference on Entertainment Computing. Entertainment Computing-ICEC 2015. Springer International Publishing, 2015. 182-194. Trondheim, Norway. Sep. 2015
[7] P. Chetprayoon, Shuo Xiong, Hiroyuki Iida, T. Kondo. (2015).
[8] P. Chetprayoon, Shuo Xiong, Hiroyuki Iida. (2015). An Approach to Quantifying Pokemons Entertainment Impact with focus on Battle. The 3rd International Conference on Applied Computing & Information Technology, pages 61–68. Okayama, Japan. July. 2015
[9] Bhargav Chauhan, Shuo Xiong, Hiroyuki Iida. (2015). Game Refinement and Utility-Fun Function: Application to Card Games. The 20th Game Programming Workshop , pages 138-141. Karuizawa, Japan. Nov. 2015
[10] Mingyang. Wu, Shuo Xiong, Hiroyuki Iida (2016). The fairness mechanism in MOBA games. International Conference on Systems and Informatics. Shanghai, China. Nov. 2016
[11] Shuo Xiong, Liang Yang, Nor Azan Mat Zin, Hiroyuki Iida. (2016). Ranking Accuracy and Popularity Promotion: case study using UEFA Euro 2016 International Conference on Systems and Informatics. Shanghai, China. Nov. 2016
[12] Solving the Sophistication-Population Paradox of Game Refinement Theory. IFIP International Conference on Entertainment Computing. Entertainment Computing-ICEC 2016. Vienna, Austria. Sep. 2016
[13] Shuo Xiong, Parth Pankaj Tiwary, Hiroyuki Iida. (2016).
[14] An Approach to Entertainment Tuning in RPGs: Case Study Using Diablo III and Trails of Cold Steel. Games and Learning Alliance conference (GALA 2016). Utrecht, Netherland. Dec. 2016 Shuo Xiong, Yin Peng, Hiroyuki Iida and Abu-Bakar Nordin. (2016).
[15] Nhien Pham Hoang Bao, Shuo Xiong, and Hiroyuki Iida. (2017). Reaper Tournament System. In International Conference on Intelligent Technologies for Interactive Entertainment. Springer. Funchal, Portugal. June. 2017
[16] Long Zuo, Shuo Xiong and Hiroyuki Iida. (2017). An Analysis of DOTA2 using Game Refinement Measurement. In International Conference on Entertainment Computing. Springer International Publishing. Tsukuba, Japan. Sep. 2017
[17] Shuo Xiong, Long Zuo, and Hiroyuki Iida. (2017). Possible Interpretations for Game Refinement Measure. In International Conference on Entertainment Computing. Springer International Publishing. Tsukuba, Japan. Sep. 2017
[18] Long Zuo., Shuo Xiong., and Hiroyuki Iida. (2017, November). An analysis of hotel loyalty program with a focus on the tiers and points system. In Systems and Informatics (ICSAI), 2017 4th International Conference on (pp. 507-512). IEEE. Hangzhou, China, 2017.
[19] Shuo Xiong, Long Zuo, and Hiroyuki Iida. (2017, November). Individual game information evaluation using signal processing measurement. In Systems and Informatics (ICSAI), 2017 4th International Conference on (pp. 1400-1404). IEEE. Hangzhou, China, 2017.
[20] Shuo Xiong, Wenlin Li, Xingting Mao, and Hiroyuki Iida. (2017, December). Mafia Game Setting Research Using Game Refinement Measurement. In International Conference on Advances in Computer Entertainment (pp. 830-846). Springer, Cham. London, UK, 2017.
[21] Long Zuo., Shuo Xiong., Zhichao Wang and Hiroyuki Iida. Evaluation of Hotel Loyalty Program with Game Refinement Theory and Analytic Hierarchy Process[C]// International Conference on Computer, Electronic Information and Communications. 2018.
[22] Long Zuo., Shuo Xiong., Zhichao Wang and Hiroyuki Iida. An Analysis of Gamification Effect of Frequent-Flyer Program[C]// The 12th International Conference on E-learning and Games . Xi'an China. June, 2018
[23] Izzyann, F., Huynh, D., Xiong, S., Norshakirah, A., & Iida, H. Comparative Study: case study in Analyzing Gamification between Mind-Snacks and Duolingo. In The International Conference on Information and Communication Technology and Digital Convergence Business (ICIDB-2018).
[24] Shuo Xiong, Long Zuo, Zeliang Zhang and Hiroyuki Iida. E-learning Rhythm Design: case study using Fighting Games. The 12th International Conference on E-learning and Games . Xi'an China. June, 2018
[25] Shuo Xiong, Long Zuo and Hiroyuki Iida. The rhythm design of health care serious game by game refinement measurement[C]//BASIC & CLINICAL PHARMACOLOGY & TOXICOLOGY. 111 RIVER ST, HOBOKEN 07030-5774, NJ USA: WILEY, 2018, 123: 39-40.
[26] Zuo, L., Xiong, S., & Iida, H. (2018, September). Comprehensive evaluation of hotel loyalty program. In BASIC & CLINICAL PHARMACOLOGY & TOXICOLOGY (Vol. 123, pp. 65-66). 111 RIVER ST, HOBOKEN 07030-5774, NJ USA: WILEY.
[27] Xiong, S., Tang, Y., Zuo, L., & Iida, H.(2019, July). Quantifying Engagement of Battle City with different AI strength. In 2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 468-471). IEEE.
[28] Xiong, Shuo ; Ye, Aoshuang; Iida, Hiroyuki.(2019, November) A Game Informatical Analysis of Dark Chess by Game Refinement Theory[C]. 11th EAI International Conference on Intelligent Technologies for Interactive Entertainment, 2019.
[29] [Xiong, S Zuo, L., Anunpattana, P., & Iida, H.(2019) Using Signal Processing Model to Evaluate the Impact of Seesaw Games. (2019). JOURNAL OF NONLINEAR AND CONVEX ANALYSIS, 20(6), 1253-1262.
[30] 熊硕,彭宇。游戏与中国的文化形象传播。中国国家形象传播报告(2020~2021蓝皮书)
[31] 熊硕,谋杀之谜”游戏的玩家分类模型:基于巴特尔玩家分类理论 北京文化创意
[32] Xiong, S., Zuo, L., & Iida, H. (2020, November). Murder Mystery Game Setting Research Using Game Refinement Measurement. In International Conference on Entertainment Computing (pp. 117-125). Springer, Cham.
[33] Zuo, L., Xiong, S., Qi, X., Wen, Z., & Tang, Y. (2021). Communication-Based Book Recommendation in Computational Social Systems. Complexity, 2021. SCI