Entertainment Computing

Papers
(The H4-Index of Entertainment Computing is 21. 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 2022-01-01 to 2026-01-01.)
ArticleCitations
Acceleration model of online educational games based on improved ensemble ML algorithm122
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system71
A concise review of intelligent game agent60
Serious video games and psychological support: A depression intervention among young cancer patients42
Two perspectives on gaming social capital among Korean adolescents’ gamers42
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA32
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices32
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults32
Adaptive mixed reality robotic games for personalized consumer robot entertainment28
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study27
Searching for traces of Kama Muta: Examining viewers’ responses to online videos26
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder25
Prevalence of Instagram addiction among Iranians: A countrywide online survey25
Notion meta-learner: A technique for few-shot learning in music genre recognition24
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals24
Instruction pictograms for experience-based displays and their use cases24
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition23
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model22
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students22
The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media21
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to21
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