Entertainment Computing

Papers
(The H4-Index of Entertainment Computing is 19. 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 2021-05-01 to 2025-05-01.)
ArticleCitations
Two perspectives on gaming social capital among Korean adolescents’ gamers93
Instruction pictograms for experience-based displays and their use cases51
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA50
Acceleration model of online educational games based on improved ensemble ML algorithm49
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system45
Software architecture for digital game mechanics: A systematic literature review42
A concise review of intelligent game agent37
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals30
Building imagination in 3D: The design by children with architecture and 3D printing29
Participatory Minecraft mapping: Fostering students participation in disaster awareness28
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices28
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA27
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model27
Design requirements for educational serious games with focus on player enjoyment26
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to25
Serious video games and psychological support: A depression intervention among young cancer patients24
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults21
Adaptive mixed reality robotic games for personalized consumer robot entertainment21
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances19
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games19
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition19
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