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 2021-09-01 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
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals21
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
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults20
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
Prevalence of Instagram addiction among Iranians: A countrywide online survey19
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
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to18
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances17
Research on the application value of Multimedia-Based virtual reality technology in drama education activities17
Aligning story and gameplay through narrative goals15
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms15
Design and development of a gamified cognitive training program targeting executive functions for older adults15
Predicting post-VR game experiences with wearable physiological sensors14
Brain-computer interface controlled robotic choreography based on motor imagery EEG14
Exploring game-based psychological empowerment and its motivational and wellbeing effects14
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment14
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations14
Effects of industrial design properties of game controllers on player experience13
Sports game teaching and high precision sports training system based on virtual reality technology13
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision12
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model12
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game12
Construction of teaching game evaluation model based on ISSA-BPNN12
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones12
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis11
A user-centered design approach for crafting personalized guided meditation11
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games11
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis11
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications11
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”11
Streamlined approach to 2nd/3rd graders learning basic programming concepts11
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study11
Optimization of gamified Learning Education Model based on XR + 5G technology11
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming10
Convolutional neural network and recommendation algorithm for the new model of college music education10
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming10
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study10
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model10
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms10
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation10
Modeling the user experience in virtual and real world transition by understanding the user goal value10
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars9
Dynamic and personalized video summarization towards sports entertainment9
The application of effective tracking model in the design of student knowledge education games9
Social entertainment robot based on neural network algorithm in personalized music course simulation9
An AI-powered approach to the semiotic reconstruction of narratives9
Diabetes prediction using Hybrid Bagging Classifier8
Research on VR e-learning based on load balancing algorithm in intelligent music education system8
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers8
Research on deep learning video game simulation algorithm based on western wind music8
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm8
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm8
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos8
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities8
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices8
Application of entertainment and fitness robots based on game interaction in sports training data analysis8
Eight types of video game experience8
The construction of online game teaching intelligence platform based on DQN algorithm8
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration8
Trans* and gender diverse players: Avatars and gender-alignment8
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers8
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching8
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm8
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design8
Relationship between long-term recreational video gaming and visual processing8
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning7
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners7
Deep multimodal fusion for video game age rating classification7
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go7
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum7
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa7
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions7
WITHDRAWN: Sustainable practices in entertainment computing7
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks7
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation7
Game environment art with modular architecture7
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study7
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots7
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder7
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms7
Modernizing sports an intelligent strategy for entertainment through internet of things in sports6
Immersive VR experience based on virtual robots in decorative material environment design simulation6
Collocated interactive outdoor games for children: A systematic literature review6
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT36
Physical and/or cognitive warm-up effects on first-person shooter video-games performances6
EnTube: Exploring key video features for advancing YouTube engagement6
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software6
Emotional competences and the interaction with digital games in childhood: Scoping review6
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education6
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games6
Solving nonograms using neural networks6
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary6
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application6
A new approach to compute deficiency number of Mahjong configurations6
Revenue effects of Denuvo digital rights management on PC video games6
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos6
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process6
Evolution of global music trends: An exploratory and predictive approach based on Spotify data6
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms6
The impossibility of a perfect tournament6
How do fandom types differ? A taxonomy of K-pop fandom with network embedding6
Personalizing empathy training with immersive virtual reality games: Development and user experience study6
Action capture and VR interactive system for online experimental teaching6
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt6
Using provenance and replay for qualitative analysis of gameplay sessions5
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 arithmetic5
Evolving action pre-selection parameters for MCTS in real-time strategy games5
How do different game genres impact adolescent players’ problematic game use?5
Social robot assisted music course based on speech sensing and deep learning algorithms5
Unveiling gender bias in LLM-generated hero and heroine narratives5
Deep analysis on the color language in film and television animation works via semantic segmentation technique5
Supporting teachers, engaging students: A collaborative model for K-12 computing education5
Entertainment robots based on smartphone terminals for mobile network music E-learning mode5
Specification of users’ cognitive functions and emotions to promote their training through Serious games5
Deep learning approaches to the game of Connect65
The enduring appeal of Mahjong: Navigating the challenges of AI integration5
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm5
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue5
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect5
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games5
Designing health: the evolution of medical narratives in video games5
Analyzing product design system application children’s toys based on sustainable materials and processes5
BI in simulation analysis with gaming for decision making and development of knowledge management5
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition5
Playing to learn: Game-based approach to financial literacy for generation Z5
A mixed-initiative design framework for procedural content generation using reinforcement learning5
More than just a game: Understanding how internet games are used in times of stress5
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis5
Entertainment analysis in gaming model for business management with decision making and Machine learning model5
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game5
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm5
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application5
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs5
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios5
Production and dissemination path of new media film and television content based on 5G technology5
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works5
Harnessing generative grammars and genetic algorithms for immersive 2D maps5
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games4
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment4
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning4
Integrating artificial intelligence and gamification in rehabilitation: A scoping review4
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network4
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design4
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience4
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players4
A modeling environment for reinforcement learning in games4
Refining esports: A quantitative cartography of esports literature4
Assessing the mental state of attention using a neurofeedback system and serious game tool4
Using provenance data and imitation learning to train human-like bots4
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching4
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system4
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
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory4
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey4
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions4
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information4
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience4
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students4
Impact of social media on the psychological well-being of rural Youth- A systematic literature review and bibliometric analysis4
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
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques4
E-learning and AI search decision based on deep learning algorithms application in economic and legal optimization3
Application of e-learning and interactive business experience based on edge computing in smart city tourism management3
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle3
The extensive use of social media by Arab university students (gratifications, impact, and risks)3
A playful experience sampling method to report emotions using smartwatches and emojis3
Indian dance classification using machine learning techniques: A survey3
The key elements of gamification in corporate training – The Delphi method3
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms3
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’3
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations3
Design and Implementation of a Physical Education Teaching and Training Mode Management System3
Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes3
Minecraft tunnels for covert communications3
Canine-centric interactive systems: Wavelet-based IMU motion recognition in edge AI scenarios3
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness3
Visualizing popular Movies’ narrative structures using a Machine learning approach3
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform3
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality3
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming3
Hybrid Generation: Perceptions of social networks among Generation X in Portugal3
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement3
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning3
Design and application of VR-based college English game teaching3
An interactive greeting system using convolutional neural networks for emotion recognition3
E-commerce consumer privacy protection and immersive business experience simulation based on intrusion detection algorithms3
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm3
The expression method of Chinese creative elements in animation films based on artificial intelligence technology3
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices3
Improved BTM topic embedding method for Web text data extraction3
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students3
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors3
Managing the plot structure of character-based interactive narratives in games3
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions3
Exploring style transfer algorithms in Animation: Enhancing visual2
ChildProtect: A parental control application for tracking hostile surfing content2
Design of a serious games to improve resilience skills in youngsters2
Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM2
GoThrough: A tool to render and interact with arbitrary planar transformative portals2
Personalized information technology instructional design based on transformer model2
Study of gender perspective in STEM degrees and its relationship with video games2
Decoding comics visual narratives: a semi-automatic review using information modelling technique2
Application of social entertainment robot based on sensor and edge computing in collaborative music performance2
The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving2
Entertainment robots based on internet of things and artificial intelligence in the process of student stress and emotion recognition2
Design of online teaching interaction mode for vocational education based on gamified-learning2
Teachers’ experience with digital games in Czech primary schools2
Child computer interactions: Cognitive development and segmenting unsafe video contents: A review2
Replaying online games for flow experience and outcome expectations: An exploratory study for the moderating role of external locus of control based on Turkish gamers’ evaluations2
Research on the E-learning platform for art teaching and immersive digital entertainment experience based on improved neural networks2
Auto-encoder neural network based prediction of Texas poker opponent's behavior2
Engaging youth in gender-based violence education through gamification: A user experience evaluation of different game modalities2
Leveraging deep reinforcement learning for dynamic NPC behavior and enhanced player experience in unity3d2
Application of gaming robot based on gait recognition algorithm in sports training and assistance system2
Revolutionizing learning − A journey into educational games with immersive and AI technologies2
Repeated experience or a virtual nose to reduce simulator sickness? – Investigating prediction of the sensorial conflict theory and the rest-frame hypothesis in two virtual games2
Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games2
Simulation of vocal teaching platform based on target speech extraction algorithm and cloud computing e-learning2
The influence of online multiplayer games on social capital and interdependent well-being in Japan2
Design and user behavior analysis of an English learning social platform based on digital entertainment content recommendation algorithm2
Solving NP-Complete Akari games with deep learning2
E-learning and speech dynamic recognition based on network transmission in music interactive teaching experience2
Mental health rehabilitation of college students based on self-regulated music psychotherapy2
Looking for archetypes: Applying game data mining to hearthstone decks2
Application of entertainment virtual technology based on network information resources in piano teaching2
Towards gamification for spatial digital learning environments2
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 approach2
Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum2
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles2
Investigating the use of Spatialized Audio Augmented Reality to enhance the outdoor running experience2
An optimized deep learning approach for detection and classification of player actions in football game2
Voice coding interactive music game teaching mode based on wireless network2
Predicting stress levels for smartphone users using transfer learning induced residual net2
Business simulation games integrated with emerging technologies in business education: A review2
Gamified digital therapy for reducing perioperative anxiety in children: Exploring multi-sensory interactive experience2
Intelligent extraction method of ethnic minority decorative patterns in Northeast China based on GABRS algorithm2
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