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 2021-07-01 to 2025-07-01.)
ArticleCitations
Two perspectives on gaming social capital among Korean adolescents’ gamers99
Instruction pictograms for experience-based displays and their use cases54
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA52
Acceleration model of online educational games based on improved ensemble ML algorithm46
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system32
A concise review of intelligent game agent31
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model27
Participatory Minecraft mapping: Fostering students participation in disaster awareness27
Building imagination in 3D: The design by children with architecture and 3D printing24
Serious video games and psychological support: A depression intervention among young cancer patients23
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults21
Notion meta-learner: A technique for few-shot learning in music genre recognition20
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA19
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices19
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition19
Adaptive mixed reality robotic games for personalized consumer robot entertainment19
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances17
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to17
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals17
Design and development of a gamified cognitive training program targeting executive functions for older adults17
Research on the application value of Multimedia-Based virtual reality technology in drama education activities16
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games15
Aligning story and gameplay through narrative goals14
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game14
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms14
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision14
Optimization of gamified Learning Education Model based on XR + 5G technology14
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model14
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment14
Effects of industrial design properties of game controllers on player experience13
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
Portrait of the City: Bridging place identity and emotional En-gagement via interactive art installations12
Sports game teaching and high precision sports training system based on virtual reality technology12
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”12
A user-centered design approach for crafting personalized guided meditation11
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications11
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model11
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study10
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis10
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations10
Streamlined approach to 2nd/3rd graders learning basic programming concepts10
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming9
An AI-powered approach to the semiotic reconstruction of narratives9
The application of effective tracking model in the design of student knowledge education games9
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming9
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study9
Convolutional neural network and recommendation algorithm for the new model of college music education9
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation9
Modeling the user experience in virtual and real world transition by understanding the user goal value9
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms9
Social entertainment robot based on neural network algorithm in personalized music course simulation9
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis9
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos8
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers8
Eight types of video game experience8
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration8
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching8
Diabetes prediction using Hybrid Bagging Classifier8
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices8
Research on deep learning video game simulation algorithm based on western wind music8
Trans* and gender diverse players: Avatars and gender-alignment8
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities8
Research on VR e-learning based on load balancing algorithm in intelligent music education system8
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design8
The construction of online game teaching intelligence platform based on DQN algorithm8
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars8
Relationship between long-term recreational video gaming and visual processing7
Application of entertainment and fitness robots based on game interaction in sports training data analysis7
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa7
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms7
Health and social impacts of playing Pokémon Go on various player groups7
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum7
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
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm7
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder7
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots7
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go7
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm6
Collocated interactive outdoor games for children: A systematic literature review6
WITHDRAWN: Sustainable practices in entertainment computing6
How do fandom types differ? A taxonomy of K-pop fandom with network embedding6
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games6
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning6
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm6
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms6
Game environment art with modular architecture6
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners6
Playing violent videogames is unrelated to antisocial behavior in Mexican children6
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education6
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions6
Solving nonograms using neural networks6
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT36
Emotional competences and the interaction with digital games in childhood: Scoping review6
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study6
Immersive VR experience based on virtual robots in decorative material environment design simulation6
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games5
BI in simulation analysis with gaming for decision making and development of knowledge management5
Designing health: the evolution of medical narratives in video games5
Action capture and VR interactive system for online experimental teaching5
The impossibility of a perfect tournament5
Physical and/or cognitive warm-up effects on first-person shooter video-games performances5
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process5
Social robot assisted music course based on speech sensing and deep learning algorithms5
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis5
Evolving action pre-selection parameters for MCTS in real-time strategy games5
Using provenance and replay for qualitative analysis of gameplay sessions5
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm5
EnTube: Exploring key video features for advancing YouTube engagement5
Revenue effects of Denuvo digital rights management on PC video games5
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary5
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game5
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs5
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application5
Entertainment analysis in gaming model for business management with decision making and Machine learning model5
The enduring appeal of Mahjong: Navigating the challenges of AI integration5
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect5
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software5
How do different game genres impact adolescent players’ problematic game use?5
A new approach to compute deficiency number of Mahjong configurations5
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt5
Modernizing sports an intelligent strategy for entertainment through internet of things in sports5
Evolution of global music trends: An exploratory and predictive approach based on Spotify data5
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos5
More than just a game: Understanding how internet games are used in times of stress5
Analyzing product design system application children’s toys based on sustainable materials and processes5
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue5
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