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 2021-11-01 to 2025-11-01.)
ArticleCitations
Acceleration model of online educational games based on improved ensemble ML algorithm114
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system66
A concise review of intelligent game agent56
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder40
Prevalence of Instagram addiction among Iranians: A countrywide online survey39
Instruction pictograms for experience-based displays and their use cases29
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to28
Two perspectives on gaming social capital among Korean adolescents’ gamers28
Participatory Minecraft mapping: Fostering students participation in disaster awareness26
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA26
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices25
Building imagination in 3D: The design by children with architecture and 3D printing23
Notion meta-learner: A technique for few-shot learning in music genre recognition22
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition22
Searching for traces of Kama Muta: Examining viewers’ responses to online videos22
Adaptive mixed reality robotic games for personalized consumer robot entertainment22
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults21
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA20
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals20
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model18
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study18
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances18
Serious video games and psychological support: A depression intervention among young cancer patients18
Design and development of a gamified cognitive training program targeting executive functions for older adults17
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision17
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”17
Effects of industrial design properties of game controllers on player experience17
Construction of teaching game evaluation model based on ISSA-BPNN16
Optimization of gamified Learning Education Model based on XR + 5G technology15
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game15
Sports game teaching and high precision sports training system based on virtual reality technology15
Explainable e-sports win prediction through Machine Learning classification in streaming14
Research on the application value of Multimedia-Based virtual reality technology in drama education activities14
Brain-computer interface controlled robotic choreography based on motor imagery EEG13
Exploring game-based psychological empowerment and its motivational and wellbeing effects13
Predicting post-VR game experiences with wearable physiological sensors13
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations13
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment12
A user-centered design approach for crafting personalized guided meditation12
An AI-powered approach to the semiotic reconstruction of narratives12
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games12
Aligning story and gameplay through narrative goals12
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications12
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model12
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones12
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms12
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study12
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model11
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming11
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment11
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study11
Social entertainment robot based on neural network algorithm in personalized music course simulation11
The application of effective tracking model in the design of student knowledge education games11
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms11
Dynamic and personalized video summarization towards sports entertainment11
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming10
Streamlined approach to 2nd/3rd graders learning basic programming concepts10
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction10
Trans* and gender diverse players: Avatars and gender-alignment10
Modeling the user experience in virtual and real world transition by understanding the user goal value10
Convolutional neural network and recommendation algorithm for the new model of college music education10
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis10
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers10
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching10
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis10
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation10
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos10
Research on VR e-learning based on load balancing algorithm in intelligent music education system10
Eight types of video game experience9
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars9
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers9
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm9
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks9
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities9
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design9
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots9
Research on deep learning video game simulation algorithm based on western wind music9
Diabetes prediction using Hybrid Bagging Classifier9
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration9
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go9
The construction of online game teaching intelligence platform based on DQN algorithm8
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms8
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm8
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study8
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners8
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm8
Relationship between long-term recreational video gaming and visual processing8
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation8
Deep multimodal fusion for video game age rating classification8
Identifying fighting, balanced, and territorial go player styles with deep learning8
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions8
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT38
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum8
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa8
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices8
Solving nonograms using neural networks8
WITHDRAWN: Sustainable practices in entertainment computing8
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms8
Application of entertainment and fitness robots based on game interaction in sports training data analysis8
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder8
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education7
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis7
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 models7
Emotional competences and the interaction with digital games in childhood: Scoping review7
Revenue effects of Denuvo digital rights management on PC video games7
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos7
Personalizing empathy training with immersive virtual reality games: Development and user experience study7
Physical and/or cognitive warm-up effects on first-person shooter video-games performances7
Immersive VR experience based on virtual robots in decorative material environment design simulation7
Game environment art with modular architecture7
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary7
Modernizing sports an intelligent strategy for entertainment through internet of things in sports7
Action capture and VR interactive system for online experimental teaching7
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application7
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process7
How do fandom types differ? A taxonomy of K-pop fandom with network embedding7
Collocated interactive outdoor games for children: A systematic literature review7
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games7
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning7
Evolution of global music trends: An exploratory and predictive approach based on Spotify data7
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt7
The impossibility of a perfect tournament7
Lock the look: Recommending trendy looks for fashion products using natural language processing7
BI in simulation analysis with gaming for decision making and development of knowledge management6
The enduring appeal of Mahjong: Navigating the challenges of AI integration6
How do different game genres impact adolescent players’ problematic game use?6
A new approach to compute deficiency number of Mahjong configurations6
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game6
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games6
Entertainment analysis in gaming model for business management with decision making and Machine learning model6
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue6
Evolving action pre-selection parameters for MCTS in real-time strategy games6
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
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software6
Unveiling gender bias in LLM-generated hero and heroine narratives6
Designing health: the evolution of medical narratives in video games6
EnTube: Exploring key video features for advancing YouTube engagement6
Using provenance and replay for qualitative analysis of gameplay sessions6
Deep analysis on the color language in film and television animation works via semantic segmentation technique6
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application6
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis6
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs6
Gamification and personality: Exploring the impact on consumer engagement and purchase intention6
Social robot assisted music course based on speech sensing and deep learning algorithms6
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm6
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect6
Analyzing product design system application children’s toys based on sustainable materials and processes6
More than just a game: Understanding how internet games are used in times of stress6
Playing to learn: Game-based approach to financial literacy for generation Z5
Specification of users’ cognitive functions and emotions to promote their training through Serious games5
Integrating artificial intelligence and gamification in rehabilitation: A scoping review5
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios5
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching5
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition5
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment5
Innovative activities of activision blizzard: A patent network analysis5
Assessing the mental state of attention using a neurofeedback system and serious game tool5
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience5
Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo5
Refining esports: A quantitative cartography of esports literature5
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information5
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning5
A mixed-initiative design framework for procedural content generation using reinforcement learning5
Entertainment robots based on smartphone terminals for mobile network music E-learning mode5
Deep learning approaches to the game of Connect65
Production and dissemination path of new media film and television content based on 5G technology5
Using provenance data and imitation learning to train human-like bots5
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students5
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network5
Harnessing generative grammars and genetic algorithms for immersive 2D maps5
Supporting teachers, engaging students: A collaborative model for K-12 computing education5
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm5
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works5
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey5
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions5
A modeling environment for reinforcement learning in games4
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques4
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players4
An interactive greeting system using convolutional neural networks for emotion recognition4
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices4
Visualizing popular Movies’ narrative structures using a Machine learning approach4
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality4
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations4
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle4
The extensive use of social media by Arab university students (gratifications, impact, and risks)4
Design and application of VR-based college English game teaching4
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement4
Application of e-learning and interactive business experience based on edge computing in smart city tourism management4
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 value4
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience4
Future-proofing entertainment: Navigating market changes in television and internet video services through predictive modeling4
Classifying games in container terminal logistics field: A systematic review4
Canine-centric interactive systems: Wavelet-based IMU motion recognition in edge AI scenarios4
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming4
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms4
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness4
Managing the plot structure of character-based interactive narratives in games4
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors4
E-commerce consumer privacy protection and immersive business experience simulation based on intrusion detection algorithms4
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm4
Impact of social media on the psychological well-being of rural Youth- A systematic literature review and bibliometric analysis4
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design4
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory4
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games4
Minecraft tunnels for covert communications4
E-learning and AI search decision based on deep learning algorithms application in economic and legal optimization4
Hybrid Generation: Perceptions of social networks among Generation X in Portugal4
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions4
Design and Implementation of a Physical Education Teaching and Training Mode Management System4
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system4
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning4
Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes4
Improved BTM topic embedding method for Web text data extraction3
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform3
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games3
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm3
The effect of gamified learning monitoring systems on Students’ learning behavior and Achievement: An empirical study3
Digital gaming during the COVID-19 pandemic: Examining the interplay of psychosocial problems, gaming motivations, and gaming disorder severity3
Gamification in technology and design areas: A teaching innovation project in a fully online environment3
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches3
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system3
Entertainment performance robots application in music network classroom based on speech sensor recognition and artificial intelligence3
The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving3
Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games3
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’3
The expression method of Chinese creative elements in animation films based on artificial intelligence technology3
Decoding comics visual narratives: a semi-automatic review using information modelling technique3
Digital evolution: Investigating the dynamic interactions of learners with social media3
Challenging the future: Development of students’ multimodal competencies by designing an online exhibition3
The predictive role of cognitive flexibility in 21st century skills among esports players3
Is there a better approach to assessing the value of variety shows? A dual-driven method integrating data and knowledge3
A study on the ecological teaching reform of college mathematics supported by Internet technology3
An automated teaching model machine combining improved fuzzy mechanism in teaching children’s drawing games3
An optimized deep learning approach for detection and classification of player actions in football game3
Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China3
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback3
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students3
A playful experience sampling method to report emotions using smartwatches and emojis3
The key elements of gamification in corporate training – The Delphi method3
Chronology of self-competition in virtual reality exergames: A historical review3
Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture3
Design of political classroom interaction system in social virtual reality entertainment environment based on convolutional neural network3
Immersive human–computer interaction and digital entertainment new media application in English e-learning mode3
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles3
Comparing effectiveness of educational video games of different genres in computer science education3
Revolutionizing learning − A journey into educational games with immersive and AI technologies3
Personalized information technology instructional design based on transformer model3
Indian dance classification using machine learning techniques: A survey3
Looking for archetypes: Applying game data mining to hearthstone decks2
Video games become more mainstream2
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