Entertainment Computing

Papers
(The median citation count of Entertainment Computing is 1. 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 2021-04-01 to 2025-04-01.)
ArticleCitations
The impossibility of a perfect tournament91
The effect of in-game moral choices and NPCs’ identities on players’ intergroup attitudes49
Intelligent entertainment robots based on path navigation planning in tourism intelligent services and user entertainment experience analysis48
Immersive VR experience based on virtual robots in decorative material environment design simulation45
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education44
Interactive experience of cross-cultural Japanese communication e-learning intelligent system based on computer information security41
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students30
Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play30
Research on entertainment robots based on artificial intelligence interaction for human posture recognition and sports activity monitoring27
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system27
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process25
Internet of Things for gaming: A review24
Building imagination in 3D: The design by children with architecture and 3D printing24
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement22
Modernizing sports an intelligent strategy for entertainment through internet of things in sports22
Virtual entertainment robot based on artificial intelligence image capture system for sports and fitness posture recognition19
How does live streaming impact media content consumption? The effect of game live streaming on game players18
Adaptive mixed reality robotic games for personalized consumer robot entertainment18
The application of artificial intelligence technology in the tactical training of football players18
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors18
Intelligent e-learning system in the development of preschool music education based on digital audio technology17
Video games become more mainstream17
Music teaching software development based on neural network algorithm and user analysis16
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults16
Empowering vulnerable target groups with serious games and gamification15
Serious video games and psychological support: A depression intervention among young cancer patients15
Participatory Minecraft mapping: Fostering students participation in disaster awareness15
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm14
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA13
Two perspectives on gaming social capital among Korean adolescents’ gamers13
Theories, methodologies, and effects of affect-adaptive games: A systematic review13
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms13
Impacts of Game-based psychotherapy intervention to elderly with memory disorder13
Research and application of SUP educational game framework based on mobile interaction in learning process13
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning12
A qualitative exploration of the positive and negative experiences of individuals who play fantasy football12
Understanding the “social” nature of digital games11
Constructing a game engine: A proposed game engine architecture course for undergraduate students11
Instruction pictograms for experience-based displays and their use cases11
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions11
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to10
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition9
A study on the design of a deep learning model for classroom based on user participation and game chemistry processes9
The extensive use of social media by Arab university students (gratifications, impact, and risks)9
An Optimized Recurrent Neural Network for re-modernize food dining bowls and estimating food capacity from images9
The impact of video games on Students’ educational outcomes8
Design requirements for educational serious games with focus on player enjoyment8
Cost-Effective digital twin Design for entertainment Enterprise’s through Machine learning8
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary8
E-learning application in immersive music entertainment teaching system based on genetic network algorithm8
Course genres classification of music e-learning platform based on deep learning big data intelligent processing algorithm8
Application of entertainment virtual technology based on network information resources in piano teaching8
Design and Implementation of a Physical Education Teaching and Training Mode Management System8
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system8
Can we engage players with extended reality in gaming applications? A Stimulus-Organism-Response framework8
Research on the effectiveness of interactive e-learning mode based on artificial intelligence in English learning7
Evolution of global music trends: An exploratory and predictive approach based on Spotify data7
A design strategy for Geo AR mobile game sustainable success emphasizing game completeness7
Looking for archetypes: Applying game data mining to hearthstone decks7
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design7
How do fandom types differ? A taxonomy of K-pop fandom with network embedding7
Influence of visual background complexity and task difficulty on action video game players’ performance7
Auto-encoder neural network based prediction of Texas poker opponent's behavior7
Software architecture for digital game mechanics: A systematic literature review7
Design of a serious games to improve resilience skills in youngsters7
Emotional competences and the interaction with digital games in childhood: Scoping review7
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations6
Serious games to improve social and emotional intelligence in children with autism6
A concise review of intelligent game agent6
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA6
Simulation of e-learning in vocal network teaching experience system based on intelligent Internet of things technology6
Can we predict the Oscar winner? A machine learning approach with social network services6
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals6
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle6
Predicting stress levels for smartphone users using transfer learning induced residual net6
Acceleration model of online educational games based on improved ensemble ML algorithm6
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices6
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior6
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games5
Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model5
Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project5
Improved BTM topic embedding method for Web text data extraction5
Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations5
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application5
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’5
Guest Editorial: SBGames 20185
Physical and/or cognitive warm-up effects on first-person shooter video-games performances5
Personalized recommendation of entertainment robots in fine arts education based on human–computer interaction and data mining5
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model5
Book review5
A new approach to compute deficiency number of Mahjong configurations5
Indian dance classification using machine learning techniques: A survey5
Rethinking dynamic difficulty adjustment for video game design5
Multi-Agent Reinforcement Learning for creating intelligent agents in social networks-oriented role playing games5
Cultivation model of football training group cohesion from the perspective of group psychology5
“A bunch of big idiots smack into each other” – A mixed-method investigation of learning rugby through video gaming compared to traditional instruction5
Coping with COVID-19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena5
Sports game teaching and high precision sports training system based on virtual reality technology5
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices4
Effects of industrial design properties of game controllers on player experience4
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software4
EnTube: Exploring key video features for advancing YouTube engagement4
Music genre classification using deep neural networks and data augmentation4
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones4
Research on the application value of Multimedia-Based virtual reality technology in drama education activities4
From traditional gaming to mobile gaming: Video game players' switching behaviour4
Procedural generation of branching quests for games4
Analysis of the college underachievers’ transformation via gamified learning experience4
Design and research of educational mode in context of teaching gamification4
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students4
Optimization of gamified Learning Education Model based on XR + 5G technology4
Construction of personalized recommendation model for educational video game resources based on knowledge graph4
Systematic literature review on health effects of playing Pokémon Go4
Action capture and VR interactive system for online experimental teaching4
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”4
SyDRA: An approach to understand game engine architecture4
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos4
Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players4
The power bases in multiplayer video games4
Characterizing player responses to surprising events in 2D platform games4
Exploring player agency in educational video games4
Intelligent e-learning design for art courses based on adaptive learning algorithms and artificial intelligence4
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach4
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness3
How do different game genres impact adolescent players’ problematic game use?3
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming3
Design and development of a gamified cognitive training program targeting executive functions for older adults3
Children’s sensory interaction music enlightenment system based on sensory interaction and game elements3
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions3
Gamified learning experience based on digital media and the application of virtual teaching robots in dance teaching3
Simulation of entertainment interactive robots based on intelligent algorithms in personalized fitness training systems3
Hybrid Generation: Perceptions of social networks among Generation X in Portugal3
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality3
Intelligent video recommendation and interactive e-learning mode for English teaching courses based on machine learning3
Construction of teaching game evaluation model based on ISSA-BPNN3
Entertainment type robots based on machine learning and game teaching mode applied in dance action planning of art teaching3
Aligning story and gameplay through narrative goals3
A comparative analysis of game experience in treadmill running applications3
Virtual robots based on digital images and machine learning in green landscape design3
Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty3
Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement3
Social robot assisted music course based on speech sensing and deep learning algorithms3
Revenue effects of Denuvo digital rights management on PC video games3
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment3
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games3
Music-driven generative dance movement teaching game based on a multi-feature fusion strategy3
Exploring reinforcement learning approaches for drafting in collectible card games2
Research on digital entertainment media in English writing e-learning system based on interactive game learning method2
Piano harmony automatic adaptation system based on deep reinforcement learning2
Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players2
A scoping literature review on influencing factors in live-streaming spectatorship experience2
What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results2
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform2
Corrigendum to “Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model” [Entertain. Comput. 51 (2024) 100715]2
Entertainment analysis in gaming model for business management with decision making and Machine learning model2
The application of effective tracking model in the design of student knowledge education games2
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm2
Entertainment robot based on IoT and VR interaction for motion training posture monitoring2
Interactive experience of singing learning and perception using gesture robots based on artificial intelligence games2
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model2
Using gamification to enhance learning: A college course case study2
Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method2
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm2
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games2
Nature of arcade games2
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming2
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms2
Using provenance and replay for qualitative analysis of gameplay sessions2
The key elements of gamification in corporate training – The Delphi method2
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system2
Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis2
BI in simulation analysis with gaming for decision making and development of knowledge management2
Data mining based on computer game search algorithm in Japanese E-learning and multi context translation2
Design of virtual interactive educational games based on human perception2
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect2
Immersive e-learning application in intelligent teaching of English composition based on neural network algorithm2
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances2
Virtual robots based on multi task scheduling algorithms in visual graphic design and digital art applications2
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt2
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback2
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming2
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations2
Application of E-Learning entertainment learning based on intelligent interactive experience in English reading assistance mode2
Online learning system for English speech automatic recognition based on hidden Markov model algorithm and conditional random field algorithm2
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue2
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms2
Temporality of online reactions to fictional characters’ death2
The enduring appeal of Mahjong: Navigating the challenges of AI integration2
Green landscape 3D reconstruction and VR interactive art design experience using digital entertainment technology and entertainment gesture robots2
Social entertainment robot based on neural network algorithm in personalized music course simulation2
Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners2
Game aids application combined with listening music therapy in the teaching of exceptional child2
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study2
Cognitive effect of product-based animation on interface aesthetics of web-based stores2
The influence of social distance perception among gamers on relationships between game motivation and interpersonal competency2
Evolving action pre-selection parameters for MCTS in real-time strategy games2
A framework for designing Reinforcement Learning agents with Dynamic Difficulty Adjustment in single-player action video games1
3D object deforming and manipulating through dynamic hand gestures1
Machine learning based business intelligence security and privacy analysis with gaming model in training complexity application1
ChildProtect: A parental control application for tracking hostile surfing content1
Research on digital entertainment technology and gaming methods based on hidden Markov models in English e-learning classroom mode1
Towards an intelligent assistive system based on augmented reality and serious games1
Research on the design of online gamified tourism education activities based on Moodle platform1
Entertainment robots based on smartphone terminals for mobile network music E-learning mode1
Playing to learn: Game-based approach to financial literacy for generation Z1
Immersive human–computer interaction and digital entertainment new media application in English e-learning mode1
PMG-Net: Persian music genre classification using deep neural networks1
Digital evolution: Investigating the dynamic interactions of learners with social media1
Improving Sleep-Wake Behaviors Using Mobile App Gamification1
Analyzing product design system application children’s toys based on sustainable materials and processes1
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis1
Relationship between Gaming and other game related activities: Italian validation of the Screening Test for Problematic Gaming (STPG)1
JAHAN: A framework for procedural generation of game maps from design specifications1
An AI-powered approach to the semiotic reconstruction of narratives1
Research on VR e-learning based on load balancing algorithm in intelligent music education system1
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios1
Smart city VR landscape planning and user virtual entertainment experience based on artificial intelligence1
Harnessing generative grammars and genetic algorithms for immersive 2D maps1
A mixed-initiative design framework for procedural content generation using reinforcement learning1
The application of gaming virtual scenarios generated by point cloud 3D in inducing psychological intervention1
A constructive approach to strategy game map generation1
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions1
Play, watch, analyze, repeat: How do players develop competitive gaming skills?1
Correlation analysis of structural characteristics of table tennis players' hitting movements and hitting effects based on data analysis1
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches1
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis1
Using social networking evidence to examine the impact of environmental factors on social Followings: An innovative Machine learning method1
Mediating effect of self-esteem on the purchase intention of problematic online gamers1
Exercise health belief related to “Fit-Fun” exergame play interest, anxiety, practicing attitude, and exergaming performance1
A study on the ecological teaching reform of college mathematics supported by Internet technology1
A bibliometric analysis of fantasy sports research1
Adaptive virtual reality horror games based on Machine learning and player modeling1
Trans* and gender diverse players: Avatars and gender-alignment1
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works1
CWcollab: Presenting multimedia with web-based context-aware collaboration1
Application of video adaptive sampling based on soft computing in higher education evaluation and E-learning interactive environment1
Using provenance data and imitation learning to train human-like bots1
Minecraft as a block building approach for developing spatial skills1
Influence of network video film and television communication based on sampling theory1
Artificial intelligence based social robots in the process of student mental health diagnosis1
Transformation of labor: Educational robotics coding in elementary schools for 21st century skills1
Entertainment gesture robot based on wireless sensor network for singing learning perception and interactive experience simulation1
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application1
A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field1
The effects of mini-detail short videos on consumer purchase intention on Taobao: A TAM2-based approach1
Examining the role of perceived value and consumer innovativeness on consumers’ intention to watch intellectual property films1
Exploring the experience with tangible interactive narrative: Authoring and evaluation of Letters to José1
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation1
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles1
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos1
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