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 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
3.380117893219