Entertainment Computing

Papers
(The H4-Index of Entertainment Computing is 19. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-09-01 to 2025-09-01.)
ArticleCitations
Two perspectives on gaming social capital among Korean adolescents’ gamers105
Instruction pictograms for experience-based displays and their use cases56
Acceleration model of online educational games based on improved ensemble ML algorithm53
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system37
A concise review of intelligent game agent33
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model28
Participatory Minecraft mapping: Fostering students participation in disaster awareness27
Building imagination in 3D: The design by children with architecture and 3D printing26
Serious video games and psychological support: A depression intervention among young cancer patients25
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices22
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition21
Adaptive mixed reality robotic games for personalized consumer robot entertainment21
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals21
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA20
Notion meta-learner: A technique for few-shot learning in music genre recognition20
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults20
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA19
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder19
Prevalence of Instagram addiction among Iranians: A countrywide online survey19
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