Entertainment Computing

Papers
(The TQCC of Entertainment Computing is 5. 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 2020-05-01 to 2024-05-01.)
ArticleCitations
A novel hybrid bidirectional unidirectional LSTM network for dynamic hand gesture recognition with Leap Motion64
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect47
A systematic review on the impacts of game-based learning on argumentation skills40
“Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems33
Variations in visual sensitivity predict motion sickness in virtual reality31
Learning through play: Gamification model in university-level distance learning30
The key elements of gamification in corporate training – The Delphi method27
Systematic literature review on health effects of playing Pokémon Go27
Playful-consumption experiences and subjective well-being: Children’s smartphone usage25
Serious games to improve social and emotional intelligence in children with autism25
Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor23
Empowering vulnerable target groups with serious games and gamification22
Designing for meaningful social interaction in digital serious games21
Exergames in formal school teaching: A pre-post longitudinal field study on the effects of a dance game on motor learning, physical enjoyment, and learning motivation20
Design requirements for educational serious games with focus on player enjoyment20
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to18
Boosting: Rank and skill deception in esports18
Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility17
When ignorance is bliss: The role of curiosity in online games adoption17
Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review17
Investigating Taiwan Instagram users’ behaviors for social media and social commerce development17
Quality of experience (QoE) assessment of games on workstations and mobile17
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis16
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions16
An extensive structural model proposal to explain online gaming behaviors15
The effects of juiciness in an action RPG15
Evaluating the user experience of omnidirectional VR walking simulators14
How to play a MOOC: Practices and simulation14
Let CONAN tell you a story: Procedural quest generation14
Robot magic show as testbed for humanoid robot interaction13
The impact of video games on Students’ educational outcomes13
Applying gamification design to a donation-based crowdfunding platform for improving user engagement13
Minecraft as a block building approach for developing spatial skills13
Beyond action video games: Differences in gameplay and ability preferences among gaming genres12
A novel UML-based methodology for modeling adventure-based educational games12
Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal12
Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model12
PMG-Net: Persian music genre classification using deep neural networks11
Data mining analytics investigate Facebook Live stream users’ behaviors and business models: The evidence from Thailand11
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms11
Adaptive storytelling based on personality and preference modeling11
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder10
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach10
A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games10
Towards an intelligent assistive system based on augmented reality and serious games10
Analysis of the college underachievers’ transformation via gamified learning experience10
Examining the role of perceived value and consumer innovativeness on consumers’ intention to watch intellectual property films10
From traditional gaming to mobile gaming: Video game players' switching behaviour10
Can we predict the Oscar winner? A machine learning approach with social network services9
Software architecture for digital game mechanics: A systematic literature review9
Collaboration or battle between minds? An attention training game through collaborative and competitive reinforcement9
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design9
Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform8
Digital gaming among adolescents in clinical settings: Do we underestimate this issue?8
An interactive greeting system using convolutional neural networks for emotion recognition8
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches8
Gamifying online entrepreneurship education and digital entrepreneurial intentions: An empirical study8
The Game Element and Mechanic (GEM) framework: A structural approach for implementing game elements and mechanics into game experiences8
Physioland – A serious game for physical rehabilitation of patients with neurological diseases7
The mediating effect of fantasy on engagement in an AR game for learning7
Health and social impacts of playing Pokémon Go on various player groups7
Surveilling the gamers: Privacy impacts of the video game industry6
Re-framing engagement for applied games: A conceptual framework6
A close look into the storytelling process: The procedural nature of interactive digital narratives as learning opportunity6
Influence of visual background complexity and task difficulty on action video game players’ performance6
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games?6
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers6
The evaluation video quality in social clouds6
Exploring alternatives with Unreal Engine’s Blueprints Visual Scripting System6
Classifying games in container terminal logistics field: A systematic review6
An interactive simulation-based game of a manufacturing process in heavy industry6
Adaptive virtual reality horror games based on Machine learning and player modeling6
A modeling environment for reinforcement learning in games5
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities5
A comparative analysis of tools for developing location based games5
Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario5
Influencing factors for building social capital on live streaming websites5
Identifying communities and fan practices in online retrogaming forums5
The relationship between co-playing and socioemotional status among older-adult game players5
Opening the world of contextually-specific player experiences5
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle5
The distant Horizon: Investigating the relationship between social sciences academic research and game development5
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players5
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones5
Evolution of global music trends: An exploratory and predictive approach based on Spotify data5
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