Entertainment Computing

Papers
(The TQCC of Entertainment Computing is 7. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
Acceleration model of online educational games based on improved ensemble ML algorithm48
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system39
A concise review of intelligent game agent33
Notion meta-learner: A technique for few-shot learning in music genre recognition32
Participatory Minecraft mapping: Fostering students participation in disaster awareness28
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA26
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study26
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices26
Searching for traces of Kama Muta: Examining viewers’ responses to online videos25
Prevalence of Instagram addiction among Iranians: A countrywide online survey24
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder24
Instruction pictograms for experience-based displays and their use cases23
Adaptive mixed reality robotic games for personalized consumer robot entertainment22
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA20
Building imagination in 3D: The design by children with architecture and 3D printing19
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition19
The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media19
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model18
EquiliBubble: An adaptive serious game for assistance in static balance rehabilitation18
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students18
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals18
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults16
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations16
The unseen blade is the deadliest: exploring the game-specific visual attention control advantage of top league of legends players16
Research on personalized entertainment experience optimization based on intelligent interaction and dynamic adaptation in Industry-Education Integration16
Effects of industrial design properties of game controllers on player experience15
Explainable e-sports win prediction through Machine Learning classification in streaming15
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model15
Construction of teaching game evaluation model based on ISSA-BPNN15
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances15
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game15
Optimization of gamified Learning Education Model based on XR + 5G technology15
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games14
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision14
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones14
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms14
Research on the application value of Multimedia-Based virtual reality technology in drama education activities14
Aligning story and gameplay through narrative goals14
Sports game teaching and high precision sports training system based on virtual reality technology14
Exploring game-based psychological empowerment and its motivational and wellbeing effects14
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”14
Predicting post-VR game experiences with wearable physiological sensors14
Brain-computer interface controlled robotic choreography based on motor imagery EEG14
Writing instruments in a calligraphy experience system conveying the relationship between kanji and nature14
Design and development of a gamified cognitive training program targeting executive functions for older adults14
Streamlined approach to 2nd/3rd graders learning basic programming concepts13
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study13
Dynamic and personalized video summarization towards sports entertainment13
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms13
Modeling the user experience in virtual and real world transition by understanding the user goal value13
Social entertainment robot based on neural network algorithm in personalized music course simulation13
The application of effective tracking model in the design of student knowledge education games13
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study12
A user-centered design approach for crafting personalized guided meditation12
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model12
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis12
An AI-powered approach to the semiotic reconstruction of narratives11
Learning transferable collaborative behaviors for multiple agents in the game environment11
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications11
Research on VR e-learning based on load balancing algorithm in intelligent music education system11
Trans* and gender diverse players: Avatars and gender-alignment11
“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
Convolutional neural network and recommendation algorithm for the new model of college music education11
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers11
Diabetes prediction using Hybrid Bagging Classifier11
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars11
Classifiers’ competency in identifying digital innovation skills for teachers of Bisha Province, Saudi Arabia11
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation11
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos11
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction11
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching11
Research on design of interactive entertainment system for second language acquisition based on Speech-Gesture multimodal perception10
Equivalence of key postures in Chinese dance movements in aesthetic preference cognition: A cross-subject method using EEG10
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices10
Identifying fighting, balanced, and territorial go player styles with deep learning10
Research on deep learning video game simulation algorithm based on western wind music10
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation10
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa10
When the audience joins the game: Live streaming’s influence on league of legends gameplay10
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm10
Application of entertainment and fitness robots based on game interaction in sports training data analysis10
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration10
A controlled study on VR game interventions for ADHD: Neurocognitive outcomes and simulator sickness assessment10
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks10
The construction of online game teaching intelligence platform based on DQN algorithm10
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms10
Fusion of robotics and deep learning for gamified rural landscape design: toward intelligent interaction9
Eight types of video game experience9
Relationship between long-term recreational video gaming and visual processing9
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study9
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis9
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions9
Improving group navigation for VR-based entertainment applications9
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go9
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum9
Deep multimodal fusion for video game age rating classification9
WITHDRAWN: Sustainable practices in entertainment computing9
Collocated interactive outdoor games for children: A systematic literature review9
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners9
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 E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm9
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm9
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 models9
Solving nonograms using neural networks9
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning9
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms9
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos8
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application8
Evolution of global music trends: An exploratory and predictive approach based on Spotify data8
Personalizing empathy training with immersive virtual reality games: Development and user experience study8
Biomedical signals acquisition methodology for emotion classification in virtual reality game environment8
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt8
Physical and/or cognitive warm-up effects on first-person shooter video-games performances8
Action capture and VR interactive system for online experimental teaching8
The impossibility of a perfect tournament8
Elements of tourist demand for tourism-related performing arts based on online reviews and the Kano model8
How do fandom types differ? A taxonomy of K-pop fandom with network embedding8
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT38
Immersive VR experience based on virtual robots in decorative material environment design simulation8
Emotional competences and the interaction with digital games in childhood: Scoping review8
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education8
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm8
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process8
Modernizing sports an intelligent strategy for entertainment through internet of things in sports8
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games8
Lock the look: Recommending trendy looks for fashion products using natural language processing8
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary8
Social robot assisted music course based on speech sensing and deep learning algorithms7
Refining esports: A quantitative cartography of esports literature7
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis7
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 arithmetic7
Deep analysis on the color language in film and television animation works via semantic segmentation technique7
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application7
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software7
Fostering human–AI collaboration in robotic dance creation through large language models7
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games7
A new approach to compute deficiency number of Mahjong configurations7
EnTube: Exploring key video features for advancing YouTube engagement7
Analyzing product design system application children’s toys based on sustainable materials and processes7
The enduring appeal of Mahjong: Navigating the challenges of AI integration7
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue7
BI in simulation analysis with gaming for decision making and development of knowledge management7
Innovative activities of Activision Blizzard: A patent network analysis7
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs7
How do different game genres impact adolescent players’ problematic game use?7
Designing health: the evolution of medical narratives in video games7
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game7
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction7
Specification of users’ cognitive functions and emotions to promote their training through Serious games7
Deep learning approaches to the game of Connect67
More than just a game: Understanding how internet games are used in times of stress7
Entertainment analysis in gaming model for business management with decision making and Machine learning model7
Using provenance and replay for qualitative analysis of gameplay sessions7
The impact of video game use of dark patterns and random reward mechanisms on the youth: A systematic literature review7
Unveiling gender bias in LLM-generated hero and heroine narratives7
Revenue effects of Denuvo digital rights management on PC video games7
Gamification and personality: Exploring the impact on consumer engagement and purchase intention7
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