# Do Vision Language Models Understand Human Engagement in Games?

arXiv: https://arxiv.org/abs/2603.18480 · HTML: https://mlsanity.com/paper/2603.18480/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in Embodied and 3D vision-language models, one of 16 directions in Multimodal LLMs / vision-language models.
- Builds on 31 of its 80 references that are in the map.
- First posted on arXiv 19 Mar 2026.

## Placed in

- Multimodal LLMs / vision-language models / [Embodied and 3D vision-language models](https://mlsanity.com/mllm/embodied-and-3d-vision-language-models/)

## Builds on (most cited first, 30 of 31)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks](https://mlsanity.com/paper/2005.11401/) (2020)
- [On Calibration of Modern Neural Networks](https://mlsanity.com/paper/1706.04599/) (2017)
- [VQA: Visual Question Answering](https://mlsanity.com/paper/1505.00468/) (2015)
- [Qwen-VL: A Versatile Vision-Language Model for Understanding, Localization, Text Reading, and Beyond](https://mlsanity.com/paper/2308.12966/) (2023)
- [InternVL3.5: Advancing Open-Source Multimodal Models in Versatility, Reasoning, and Efficiency](https://mlsanity.com/paper/2508.18265/) (2025)
- [Two-Stream Convolutional Networks for Action Recognition in Videos](https://mlsanity.com/paper/1406.2199/) (2014)
- [Sentiment Analysis in the Era of Large Language Models: A Reality Check](https://mlsanity.com/paper/2305.15005/) (2023)
- [What's "up" with vision-language models? Investigating their struggle with spatial reasoning](https://mlsanity.com/paper/2310.19785/) (2023)
- [VisRAG: Vision-based Retrieval-augmented Generation on Multi-modality Documents](https://mlsanity.com/paper/2410.10594/) (2024)
- [BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games](https://mlsanity.com/paper/2411.13543/) (2024)
- [Do LLMs Understand Social Knowledge? Evaluating the Sociability of Large Language Models with SocKET Benchmark](https://mlsanity.com/paper/2305.14938/) (2023)
- [HumanOmni: A Large Vision-Speech Language Model for Human-Centric Video Understanding](https://mlsanity.com/paper/2501.15111/) (2025)
- [lmgame-Bench: How Good are LLMs at Playing Games?](https://mlsanity.com/paper/2505.15146/) (2025)
- [GPT-4V with Emotion: A Zero-shot Benchmark for Generalized Emotion Recognition](https://mlsanity.com/paper/2312.04293/) (2023)
- [A Wide Evaluation of ChatGPT on Affective Computing Tasks](https://mlsanity.com/paper/2308.13911/) (2023)
- [Affective Computing in the Era of Large Language Models: A Survey from the NLP Perspective](https://mlsanity.com/paper/2408.04638/) (2024)
- [GPT as Psychologist? Preliminary Evaluations for GPT-4V on Visual Affective Computing](https://mlsanity.com/paper/2403.05916/) (2024)
- [Evaluating Vision-Language Models for Emotion Recognition](https://mlsanity.com/paper/2502.05660/) (2025)
- [On the Consistency of Video Large Language Models in Temporal Comprehension](https://mlsanity.com/paper/2411.12951/) (2024)
- [PAGAN: Video Affect Annotation Made Easy](https://mlsanity.com/paper/1907.01008/) (2019)
- [The Strong Pull of Prior Knowledge in Large Language Models and Its Impact on Emotion Recognition](https://mlsanity.com/paper/2403.17125/) (2024)
- [Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions](https://mlsanity.com/paper/2310.06136/) (2023)
- [Are LLMs Reliable Rankers? Rank Manipulation via Two-Stage Token Optimization](https://mlsanity.com/paper/2510.06732/) (2025)
- [Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch](https://mlsanity.com/paper/2008.07207/) (2020)
- [GameVibe: A Multimodal Affective Game Corpus](https://mlsanity.com/paper/2407.12787/) (2024)
- [MMAFFBen: A Multilingual and Multimodal Affective Analysis Benchmark for Evaluating LLMs and VLMs](https://mlsanity.com/paper/2505.24423/) (2025)
- [Persona-aware and Explainable Bikeability Assessment: A Vision-Language Model Approach](https://mlsanity.com/paper/2601.03534/) (2026)
- [Can Large Language Models Capture Video Game Engagement?](https://mlsanity.com/paper/2502.04379/) (2025)
- [Multimodal Generative Engine Optimization: Rank Manipulation for Vision-Language Model Rankers](https://mlsanity.com/paper/2601.12263/) (2026)

## Built on by (most cited first, 1 of 1)

- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)

## Abstract (arXiv)

Inferring human engagement from gameplay video is important for game design and player-experience research, yet it remains unclear whether vision--language models (VLMs) can infer such latent psychological states from visual cues alone. Using the GameVibe Few-Shot dataset across nine first-person shooter games, we evaluate three VLMs under six prompting strategies, including zero-shot prediction, theory-guided prompts grounded in Flow, GameFlow, Self-Determination Theory, and MDA, and retrieval-augmented prompting. We consider both pointwise engagement prediction and pairwise prediction of engagement change between consecutive windows. Results show that zero-shot VLM predictions are generally weak and often fail to outperform simple per-game majority-class baselines. Memory- or retrieval-augmented prompting improves pointwise prediction in some settings, whereas pairwise prediction remains consistently difficult across strategies. Theory-guided prompting alone does not reliably help and can instead reinforce surface-level shortcuts. These findings suggest a perception--understanding gap in current VLMs: although they can recognize visible gameplay cues, they still struggle to robustly infer human engagement across games.
