IEEE Transactions on Games

Papers
(The TQCC of IEEE Transactions on Games is 4. 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 Mobile Game for Automatic Emotion-Labeling of Images47
Win Prediction in Multiplayer Esports: Live Professional Match Prediction33
Automated Video Game Testing Using Synthetic and Humanlike Agents32
Toward Personalized Adaptive Gamification: A Machine Learning Model for Predicting Performance28
Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning27
Winning Is Not Everything: Enhancing Game Development With Intelligent Agents21
Adaptive Music Composition for Games18
Infinite Loot Box: A Platform for Simulating Video Game Loot Boxes16
Real-Time Prediction of Simulator Sickness in Virtual Reality Games16
Does Winning or Losing Change Players’ Engagement in Competitive Games? Experiments in Virtual Reality14
Game Strategies for Physical Robot Soccer Players: A Survey14
Prediction of Player Churn and Disengagement Based on User Activity Data of a Freemium Online Strategy Game14
Generating Role-Playing Game Quests With GPT Language Models14
Impact of Visual and Sound Orchestration on Physiological Arousal and Tension in a Horror Game13
Interpretable Real-Time Win Prediction for Honor of Kings—A Popular Mobile MOBA Esport13
A Comparison of Mobile VR Display Running on an Ordinary Smartphone With Standard PC Display for P300-BCI Stimulus Presentation13
Self-Adaptive Monte Carlo Tree Search in General Game Playing12
Enhanced Rolling Horizon Evolution Algorithm With Opponent Model Learning: Results for the Fighting Game AI Competition12
AI World Cup: Robot-Soccer-Based Competitions12
What Causes Wrong Sentiment Classifications of Game Reviews?12
“Are You Playing a Shooter Again?!” Deep Representation Learning for Audio-Based Video Game Genre Recognition12
Are Exergames Exercise? A Scoping Review of the Short-Term Effects of Exertion Games11
A Multifaceted Surrogate Model for Search-Based Procedural Content Generation11
Video Game Development in a Rush: A Survey of the Global Game Jam Participants11
Gaming Beyond the Novelty Effect of Immersive Virtual Reality for Physical Rehabilitation11
Impact of Full-Body Avatars in Immersive Multiplayer Virtual Reality Training for Police Forces10
Solving Sudoku With Ant Colony Optimization10
Video Game Automated Testing Approaches: An Assessment Framework10
Automated Gameplay Testing and Validation With Curiosity-Conditioned Proximal Trajectories9
The Anesthesia Crisis Scenario Builder for Authoring Anesthesia Crisis-Based Simulations9
Explainable AI for Cheating Detection and Churn Prediction in Online Games9
Analysis, Design, and Prototypical Implementation of a Serious Game Reha@Stroke to Support Rehabilitation of Stroke Patients With the Help of a Mobile Phone9
A Novel Evolutionary Algorithm With Column and Sub-Block Local Search for Sudoku Puzzles9
Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change9
Increasing Engagement With Engineering Escape Rooms9
Method for Constructing Artificial Intelligence Player With Abstractions to Markov Decision Processes in Multiplayer Game ofMahjong8
Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer Patients8
Which Heroes to Pick? Learning to Draft in MOBA Games With Neural Networks and Tree Search8
Dual Indicators to Analyze AI Benchmarks: Difficulty, Discrimination, Ability, and Generality8
A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned8
A Game Design Plot: Exploring the Educational Potential of History-Based Video Games8
Play With One’s Feelings: A Study on Emotion Awareness for Player Experience7
Full-Body Motion Recognition in Immersive- Virtual-Reality-Based Exergame7
Designing Game Feel: A Survey7
Discriminative Neural Network for Hero Selection in Professional Heroes of the Storm and DOTA 27
WaveFunctionCollapse: Content Generation via Constraint Solving and Machine Learning7
Keep Calm and Aim for the Head: Biofeedback-Controlled Dynamic Difficulty Adjustment in a Horror Game7
On the Robustness of Stealth Assessment7
An Empirical Study of Trends of Popular Virtual Reality Games and Their Complaints7
REAL: Reality-Enhanced Applied Games7
RFM-LIR Feature Framework for Churn Prediction in the Mobile Games Market7
GAMEREHAB@HOME: A New Engineering System Using Serious Game and Multisensor Fusion for Functional Rehabilitation at Home7
Rolling Horizon Evolutionary Algorithms for General Video Game Playing6
“Bad Vibrations”: Sensing Toxicity From In-Game Audio Features6
More Trees or Larger Trees: Parallelizing Monte Carlo Tree Search6
Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning6
SuSketch: Surrogate Models of Gameplay as a Design Assistant6
Multiattribute Decision-Making in Wargames Leveraging the Entropy–Weight Method in Conjunction With Deep Reinforcement Learning6
Requirements for Location-Based Games for Social Interaction6
Crawling in Rogue's Dungeons With Deep Reinforcement Techniques6
Fammeal: A Gamified Mobile Application for Parents and Children to Help Healthcare Centers Treat Childhood Obesity6
Open-Ended Evolution for Minecraft Building Generation6
A Game AI Competition to Foster Collaborative AI Research and Development5
User-Centered Design of a Scenario-Based Serious Game: Game-Based Teaching of Future Healthcare5
Predicting Events in MOBA Games: Prediction, Attribution, and Evaluation5
TOAD-GAN: A Flexible Framework for Few-Shot Level Generation in Token-Based Games5
Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions5
Operationalizing Intentionality to Play Hanabi With Human Players5
On Mixed-Initiative Content Creation for Video Games5
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players5
Development of an Indoor Exergame Based on Moving-Target Hitting Task for COVID-19 Epidemic: A Comparison Between AR and VR Mode5
Mobile Networks for Computer Go5
Exploring the Balance Between Computational Thinking and Learning Motivation in Elementary Programming Education: An Empirical Study With Game-Based Learning5
Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling5
The Influence of Social Ties on Performance in Team-Based Online Games5
Exception-Tolerant Hierarchical Knowledge Bases for Forward Model Learning5
An Augmented Reality Implementation of the Pong Game5
Using Simple Design Features to Recapture the Essence of Real-Time Strategy Games4
Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study4
Beyond Genre: Classifying Virtual Reality Experiences4
Procedural Generation of Multistory Buildings With Interior4
Balancing Turn-Based Games With Chained Strategy Generation4
Modeling Player Knowledge in a Parallel Programming Educational Game4
Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG4
Machine Learning Methods for Predicting League of Legends Game Outcome4
Trading Behind-the-Scene: Analysis of Online Gold Farming Network in the Auction House System4
Does Improved Sound Rendering Increase Player Performance? A Graph-Based Spatial Audio Framework4
Olivaw: Mastering Othello Without Human Knowledge, nor a Fortune4
Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning4
Learning the Game of Go by Scalable Network Without Prior Knowledge of Komi4
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