Entertainment Computing

Papers
(The H4-Index of Entertainment Computing is 18. 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 2020-11-01 to 2024-11-01.)
ArticleCitations
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect65
“Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems37
Learning through play: Gamification model in university-level distance learning36
The key elements of gamification in corporate training – The Delphi method36
Variations in visual sensitivity predict motion sickness in virtual reality34
Serious games to improve social and emotional intelligence in children with autism33
Systematic literature review on health effects of playing Pokémon Go30
Playful-consumption experiences and subjective well-being: Children’s smartphone usage29
Empowering vulnerable target groups with serious games and gamification24
Designing for meaningful social interaction in digital serious games24
Design requirements for educational serious games with focus on player enjoyment23
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to22
Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review20
Investigating Taiwan Instagram users’ behaviors for social media and social commerce development19
Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility19
Boosting: Rank and skill deception in esports19
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis18
When ignorance is bliss: The role of curiosity in online games adoption18
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions18
Minecraft as a block building approach for developing spatial skills18
The impact of video games on Students’ educational outcomes18
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