Entertainment Computing

Papers
(The median citation count of Entertainment Computing is 2. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Acceleration model of online educational games based on improved ensemble ML algorithm122
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system71
A concise review of intelligent game agent60
Two perspectives on gaming social capital among Korean adolescents’ gamers42
Serious video games and psychological support: A depression intervention among young cancer patients42
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults32
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA32
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices32
Adaptive mixed reality robotic games for personalized consumer robot entertainment28
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study27
Searching for traces of Kama Muta: Examining viewers’ responses to online videos26
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder25
Prevalence of Instagram addiction among Iranians: A countrywide online survey25
Notion meta-learner: A technique for few-shot learning in music genre recognition24
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals24
Instruction pictograms for experience-based displays and their use cases24
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition23
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model22
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students22
The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media21
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to21
Participatory Minecraft mapping: Fostering students participation in disaster awareness20
Building imagination in 3D: The design by children with architecture and 3D printing20
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA19
Brain-computer interface controlled robotic choreography based on motor imagery EEG18
Explainable e-sports win prediction through Machine Learning classification in streaming18
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations18
Exploring game-based psychological empowerment and its motivational and wellbeing effects17
Effects of industrial design properties of game controllers on player experience17
Predicting post-VR game experiences with wearable physiological sensors17
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games16
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision16
Design and development of a gamified cognitive training program targeting executive functions for older adults15
Construction of teaching game evaluation model based on ISSA-BPNN14
Research on the application value of Multimedia-Based virtual reality technology in drama education activities14
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game14
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones14
Sports game teaching and high precision sports training system based on virtual reality technology13
Aligning story and gameplay through narrative goals13
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”13
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment13
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model13
Optimization of gamified Learning Education Model based on XR + 5G technology13
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances13
Streamlined approach to 2nd/3rd graders learning basic programming concepts12
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms12
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications12
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model12
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms12
Social entertainment robot based on neural network algorithm in personalized music course simulation12
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis12
Modeling the user experience in virtual and real world transition by understanding the user goal value12
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment12
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming12
A user-centered design approach for crafting personalized guided meditation12
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming12
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study12
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis12
Learning transferable collaborative behaviors for multiple agents in the game environment12
The application of effective tracking model in the design of student knowledge education games11
An AI-powered approach to the semiotic reconstruction of narratives11
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction11
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers11
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation11
Dynamic and personalized video summarization towards sports entertainment11
Diabetes prediction using Hybrid Bagging Classifier11
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study11
Convolutional neural network and recommendation algorithm for the new model of college music education11
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos11
Research on VR e-learning based on load balancing algorithm in intelligent music education system10
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go10
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers10
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration10
Relationship between long-term recreational video gaming and visual processing10
Trans* and gender diverse players: Avatars and gender-alignment10
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars10
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design10
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching10
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities10
Identifying fighting, balanced, and territorial go player styles with deep learning9
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation9
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa9
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks9
Eight types of video game experience9
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms9
The construction of online game teaching intelligence platform based on DQN algorithm9
Application of entertainment and fitness robots based on game interaction in sports training data analysis9
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder9
Research on deep learning video game simulation algorithm based on western wind music9
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices9
Deep multimodal fusion for video game age rating classification9
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm9
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm9
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum9
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis8
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners8
Game environment art with modular architecture8
Collocated interactive outdoor games for children: A systematic literature review8
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT38
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education8
Emotional competences and the interaction with digital games in childhood: Scoping review8
Personalizing empathy training with immersive virtual reality games: Development and user experience study8
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms8
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study8
WITHDRAWN: Sustainable practices in entertainment computing8
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm8
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games8
Solving nonograms using neural networks8
Evolution of global music trends: An exploratory and predictive approach based on Spotify data8
The impossibility of a perfect tournament8
How do fandom types differ? A taxonomy of K-pop fandom with network embedding8
Gaming disorder and its association with depression, social anxiety, and risk perception during the COVID-19 pandemic: A study using a Gaussian graphical model and moderated network models8
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions8
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning8
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots8
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary8
Physical and/or cognitive warm-up effects on first-person shooter video-games performances8
Modernizing sports an intelligent strategy for entertainment through internet of things in sports8
Lock the look: Recommending trendy looks for fashion products using natural language processing8
Immersive VR experience based on virtual robots in decorative material environment design simulation8
Unveiling gender bias in LLM-generated hero and heroine narratives7
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos7
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs7
Gamification and personality: Exploring the impact on consumer engagement and purchase intention7
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game7
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application7
A new approach to compute deficiency number of Mahjong configurations7
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt7
Revenue effects of Denuvo digital rights management on PC video games7
How do different game genres impact adolescent players’ problematic game use?7
EnTube: Exploring key video features for advancing YouTube engagement7
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction7
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process7
Action capture and VR interactive system for online experimental teaching7
Social robot assisted music course based on speech sensing and deep learning algorithms7
Designing health: the evolution of medical narratives in video games7
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm7
A mixed-initiative design framework for procedural content generation using reinforcement learning6
Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo6
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm6
Assessing the mental state of attention using a neurofeedback system and serious game tool6
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions6
Analyzing product design system application children’s toys based on sustainable materials and processes6
Supporting teachers, engaging students: A collaborative model for K-12 computing education6
Using provenance and replay for qualitative analysis of gameplay sessions6
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue6
Entertainment analysis in gaming model for business management with decision making and Machine learning model6
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software6
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment6
Entertainment robots based on smartphone terminals for mobile network music E-learning mode6
Integrating artificial intelligence and gamification in rehabilitation: A scoping review6
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition6
Specification of users’ cognitive functions and emotions to promote their training through Serious games6
Deep analysis on the color language in film and television animation works via semantic segmentation technique6
Playing to learn: Game-based approach to financial literacy for generation Z6
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis6
Innovative activities of Activision Blizzard: A patent network analysis6
Towards a new generation of digital games designed with the basics of psychological theories to improve primary school pupils’ psychological and technical skills in learning arithmetic6
The enduring appeal of Mahjong: Navigating the challenges of AI integration6
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect6
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works6
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios6
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information6
Using provenance data and imitation learning to train human-like bots6
Harnessing generative grammars and genetic algorithms for immersive 2D maps6
Deep learning approaches to the game of Connect66
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching6
BI in simulation analysis with gaming for decision making and development of knowledge management6
More than just a game: Understanding how internet games are used in times of stress6
Evolving action pre-selection parameters for MCTS in real-time strategy games6
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games6
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application6
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network5
A modeling environment for reinforcement learning in games5
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system5
Enhancing cyberbullying identification with ELECTRA-BiLSTM: A hybrid approach for improved contextual and sequential understanding5
Impact of social media on the psychological well-being of rural Youth- A systematic literature review and bibliometric analysis5
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games5
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students5
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning5
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience5
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory5
Practicing drum on VR to promote rhythm performance: Exploring the learning progress related to incremental belief of rhythm, gameplay anxiety, flow experience, and perceived learning value5
Classifying games in container terminal logistics field: A systematic review5
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design5
Refining esports: A quantitative cartography of esports literature5
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey5
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques5
Application of e-learning and interactive business experience based on edge computing in smart city tourism management5
An interactive greeting system using convolutional neural networks for emotion recognition5
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players5
Future-proofing entertainment: Navigating market changes in television and internet video services through predictive modeling5
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience5
Production and dissemination path of new media film and television content based on 5G technology5
Managing the plot structure of character-based interactive narratives in games4
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning4
A playful experience sampling method to report emotions using smartwatches and emojis4
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students4
Educational games for learning vocabulary in English as a Foreign Language4
Indian dance classification using machine learning techniques: A survey4
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform4
The expression method of Chinese creative elements in animation films based on artificial intelligence technology4
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors4
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations4
E-learning and AI search decision based on deep learning algorithms application in economic and legal optimization4
Design and application of VR-based college English game teaching4
Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes4
The extensive use of social media by Arab university students (gratifications, impact, and risks)4
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm4
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices4
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness4
Improved BTM topic embedding method for Web text data extraction4
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality4
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’4
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle4
Design and Implementation of a Physical Education Teaching and Training Mode Management System4
E-commerce consumer privacy protection and immersive business experience simulation based on intrusion detection algorithms4
Canine-centric interactive systems: Wavelet-based IMU motion recognition in edge AI scenarios4
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms4
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement4
Personalized information technology instructional design based on transformer model4
Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model4
Hybrid Generation: Perceptions of social networks among Generation X in Portugal4
The key elements of gamification in corporate training – The Delphi method4
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming4
Visualizing popular Movies’ narrative structures using a Machine learning approach4
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm4
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions4
Minecraft tunnels for covert communications4
Leveraging deep reinforcement learning for dynamic NPC behavior and enhanced player experience in unity3d3
Design of online teaching interaction mode for vocational education based on gamified-learning3
Application of gaming robot based on gait recognition algorithm in sports training and assistance system3
Design, development, and analysis of validity for a computer-based cognitive rehabilitation (CBCR) program for children with specific learning disorder (SLD) − Dyslexia: A design-based approach3
Does applying the principles of constructivism learning add to the popularity of serious games? A systematic mixed studies review3
Challenging the future: Development of students’ multimodal competencies by designing an online exhibition3
3D object deforming and manipulating through dynamic hand gestures3
GoThrough: A tool to render and interact with arbitrary planar transformative portals3
Teachers’ experience with digital games in Czech primary schools3
Study of gender perspective in STEM degrees and its relationship with video games3
Entertainment performance robots application in music network classroom based on speech sensor recognition and artificial intelligence3
ChildProtect: A parental control application for tracking hostile surfing content3
Consumer and critic reception of video game platforms: Trends from 2002–20223
Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture3
Digital evolution: Investigating the dynamic interactions of learners with social media3
Optimizing transmedia storytelling strategies across platforms for Maximum audience engagement3
Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum3
Application of social entertainment robot based on sensor and edge computing in collaborative music performance3
Simulation of vocal teaching platform based on target speech extraction algorithm and cloud computing e-learning3
Particle swarm optimization for procedural content generation in an endless platform game3
Is there a better approach to assessing the value of variety shows? A dual-driven method integrating data and knowledge3
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