Entertainment Computing

Papers
(The H4-Index of Entertainment Computing is 17. 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 2021-02-01 to 2025-02-01.)
ArticleCitations
Rethinking dynamic difficulty adjustment for video game design65
The impossibility of a perfect tournament40
Intelligent e-learning system in the development of preschool music education based on digital audio technology37
Video games become more mainstream36
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults34
Participatory Minecraft mapping: Fostering students participation in disaster awareness33
Design requirements for educational serious games with focus on player enjoyment30
Acceleration model of online educational games based on improved ensemble ML algorithm25
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms24
Design of a serious games to improve resilience skills in youngsters23
Two perspectives on gaming social capital among Korean adolescents’ gamers22
A design strategy for Geo AR mobile game sustainable success emphasizing game completeness19
Influence of visual background complexity and task difficulty on action video game players’ performance19
Research and application of SUP educational game framework based on mobile interaction in learning process18
Impacts of Game-based psychotherapy intervention to elderly with memory disorder18
Theories, methodologies, and effects of affect-adaptive games: A systematic review18
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA18
Evolution of global music trends: An exploratory and predictive approach based on Spotify data17
0.12301802635193