Entertainment Computing

Papers
(The TQCC of Entertainment Computing is 6. 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 2021-12-01 to 2025-12-01.)
ArticleCitations
Acceleration model of online educational games based on improved ensemble ML algorithm118
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system68
A concise review of intelligent game agent58
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices41
Instruction pictograms for experience-based displays and their use cases41
Two perspectives on gaming social capital among Korean adolescents’ gamers31
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study30
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder29
Searching for traces of Kama Muta: Examining viewers’ responses to online videos28
Prevalence of Instagram addiction among Iranians: A countrywide online survey27
Notion meta-learner: A technique for few-shot learning in music genre recognition25
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA24
Serious video games and psychological support: A depression intervention among young cancer patients23
Adaptive mixed reality robotic games for personalized consumer robot entertainment23
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to23
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition23
Building imagination in 3D: The design by children with architecture and 3D printing22
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students20
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA20
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals20
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model20
Participatory Minecraft mapping: Fostering students participation in disaster awareness20
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision19
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults19
Design and development of a gamified cognitive training program targeting executive functions for older adults18
Research on the application value of Multimedia-Based virtual reality technology in drama education activities17
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game17
Construction of teaching game evaluation model based on ISSA-BPNN17
Predicting post-VR game experiences with wearable physiological sensors16
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones16
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games16
Exploring game-based psychological empowerment and its motivational and wellbeing effects15
Explainable e-sports win prediction through Machine Learning classification in streaming15
Effects of industrial design properties of game controllers on player experience14
Brain-computer interface controlled robotic choreography based on motor imagery EEG14
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations13
Optimization of gamified Learning Education Model based on XR + 5G technology13
Aligning story and gameplay through narrative goals13
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”13
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment13
Sports game teaching and high precision sports training system based on virtual reality technology13
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis12
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model12
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming12
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study12
Modeling the user experience in virtual and real world transition by understanding the user goal value12
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms12
A user-centered design approach for crafting personalized guided meditation12
Social entertainment robot based on neural network algorithm in personalized music course simulation12
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms12
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances12
Streamlined approach to 2nd/3rd graders learning basic programming concepts12
An AI-powered approach to the semiotic reconstruction of narratives12
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications12
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis11
The application of effective tracking model in the design of student knowledge education games11
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study11
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming11
Convolutional neural network and recommendation algorithm for the new model of college music education11
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation11
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model11
Dynamic and personalized video summarization towards sports entertainment11
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars10
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment10
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers10
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching10
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos10
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers10
Research on VR e-learning based on load balancing algorithm in intelligent music education system10
Trans* and gender diverse players: Avatars and gender-alignment10
Diabetes prediction using Hybrid Bagging Classifier10
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction10
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities10
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration9
Relationship between long-term recreational video gaming and visual processing9
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation9
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum9
Research on deep learning video game simulation algorithm based on western wind music9
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots9
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa9
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices9
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks9
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design9
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go9
The construction of online game teaching intelligence platform based on DQN algorithm9
Deep multimodal fusion for video game age rating classification9
Eight types of video game experience9
Application of entertainment and fitness robots based on game interaction in sports training data analysis8
Collocated interactive outdoor games for children: A systematic literature review8
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 models8
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study8
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary8
WITHDRAWN: Sustainable practices in entertainment computing8
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder8
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning8
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games8
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions8
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis8
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms8
Game environment art with modular architecture8
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm8
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm8
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms8
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners8
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
Solving nonograms using neural networks8
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm8
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process7
The impossibility of a perfect tournament7
Modernizing sports an intelligent strategy for entertainment through internet of things in sports7
Personalizing empathy training with immersive virtual reality games: Development and user experience study7
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs7
A new approach to compute deficiency number of Mahjong configurations7
EnTube: Exploring key video features for advancing YouTube engagement7
Unveiling gender bias in LLM-generated hero and heroine narratives7
Physical and/or cognitive warm-up effects on first-person shooter video-games performances7
Lock the look: Recommending trendy looks for fashion products using natural language processing7
Emotional competences and the interaction with digital games in childhood: Scoping review7
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt7
Revenue effects of Denuvo digital rights management on PC video games7
Designing health: the evolution of medical narratives in video games7
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games7
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education7
How do fandom types differ? A taxonomy of K-pop fandom with network embedding7
Evolution of global music trends: An exploratory and predictive approach based on Spotify data7
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos7
Action capture and VR interactive system for online experimental teaching7
Social robot assisted music course based on speech sensing and deep learning algorithms7
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game7
How do different game genres impact adolescent players’ problematic game use?7
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis6
Deep analysis on the color language in film and television animation works via semantic segmentation technique6
Entertainment analysis in gaming model for business management with decision making and Machine learning model6
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect6
Using provenance and replay for qualitative analysis of gameplay sessions6
Deep learning approaches to the game of Connect66
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information6
A mixed-initiative design framework for procedural content generation using reinforcement learning6
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment6
Entertainment robots based on smartphone terminals for mobile network music E-learning mode6
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application6
Analyzing product design system application children’s toys based on sustainable materials and processes6
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm6
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software6
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue6
Innovative activities of Activision Blizzard: A patent network analysis6
Specification of users’ cognitive functions and emotions to promote their training through Serious games6
More than just a game: Understanding how internet games are used in times of stress6
BI in simulation analysis with gaming for decision making and development of knowledge management6
Evolving action pre-selection parameters for MCTS in real-time strategy games6
Gamification and personality: Exploring the impact on consumer engagement and purchase intention6
The enduring appeal of Mahjong: Navigating the challenges of AI integration6
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application6
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 arithmetic6
Refining esports: A quantitative cartography of esports literature6
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching6
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works6
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