Evidence map›Paper›PMID 42656319›Full record

SynthesisFrontiers in psychology2026

GANs for digital art in entertainment: techniques, applications, and aesthetic evaluation.

Zhang Xiaoyan

Abstract readSystematic Review
In one paragraph

Synthesis in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

1 author.

Zhang XiaoyanXinzhou Normal University, Xinzhou, Shanxi, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Artificial Intelligence has revolutionized digital entertainment, such as generating highly realistic and creative visual content, and Generative Adversarial Networks (GANs) have proven to be a pivotal technology in the synthesis and generation of images for artistic purposes. The aim of this review is to conduct a thorough and systematic study of the GAN-based digital art systems, their architectures, applications and evaluation approaches, with the objective of understanding their role in the context of contemporary creative AI research. The study uses a structured review method (PRISMA), the literature from key scientific databases, which is clearly defined and selected by inclusion and exclusion criteria that make it relevant and quality. The results demonstrate various GAN architectures such as Vanilla GAN, DCGAN, Conditional GAN, CycleGAN, StyleGAN, attention-based, and multimodal GANs applied to domains including gaming, animation, film production, virtual reality, NFT art, and music visualization. The review also highlights the important trends in the aesthetic evaluation, both objective and subjective, human-centered approaches. Overall, the study identifies some research gaps such as inconsistency of evaluation, ethical issues, computational complexity, and lack of interpretation, and suggests future trends along three main directions: hybrid generative models, real-time systems and emotionally intelligent AI for next-generation digital entertainment.

Indexed as

aesthetic evaluationAI-driven creativitydeep learningdigital art generationgenerative adversarial networks

Identifiers

PMID42656319
PMCPMC13506387

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.