Entertainment Computing

Papers
(The median citation count of Entertainment Computing is 3. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
Acceleration model of online educational games based on improved ensemble ML algorithm52
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system40
A concise review of intelligent game agent35
Participatory Minecraft mapping: Fostering students participation in disaster awareness34
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA30
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study28
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices28
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder26
Instruction pictograms for experience-based displays and their use cases26
Searching for traces of Kama Muta: Examining viewers’ responses to online videos26
The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media25
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition24
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model24
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students24
EquiliBubble: An adaptive serious game for assistance in static balance rehabilitation21
Adaptive mixed reality robotic games for personalized consumer robot entertainment21
Building imagination in 3D: The design by children with architecture and 3D printing20
Notion meta-learner: A technique for few-shot learning in music genre recognition19
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals19
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA19
Effects of industrial design properties of game controllers on player experience18
The unseen blade is the deadliest: exploring the game-specific visual attention control advantage of top league of legends players18
Explainable e-sports win prediction through Machine Learning classification in streaming18
Prevalence of Instagram addiction among Iranians: A countrywide online survey18
Construction of teaching game evaluation model based on ISSA-BPNN18
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults18
Sports game teaching and high precision sports training system based on virtual reality technology17
Optimization of gamified Learning Education Model based on XR + 5G technology17
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances17
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model17
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games17
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision16
Predicting post-VR game experiences with wearable physiological sensors16
Aligning story and gameplay through narrative goals16
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game15
Streamlined approach to 2nd/3rd graders learning basic programming concepts15
Exploring game-based psychological empowerment and its motivational and wellbeing effects15
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”15
Design and development of a gamified cognitive training program targeting executive functions for older adults15
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms15
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones15
Brain-computer interface controlled robotic choreography based on motor imagery EEG15
Writing instruments in a calligraphy experience system conveying the relationship between kanji and nature15
An AI-powered approach to the semiotic reconstruction of narratives15
Research on the application value of Multimedia-Based virtual reality technology in drama education activities15
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations15
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms14
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications14
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study14
The application of effective tracking model in the design of student knowledge education games14
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study14
Learning transferable collaborative behaviors for multiple agents in the game environment14
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation13
Modeling the user experience in virtual and real world transition by understanding the user goal value13
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment13
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model13
Convolutional neural network and recommendation algorithm for the new model of college music education13
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis13
Social entertainment robot based on neural network algorithm in personalized music course simulation13
A user-centered design approach for crafting personalized guided meditation13
Dynamic and personalized video summarization towards sports entertainment13
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos12
Equivalence of key postures in Chinese dance movements in aesthetic preference cognition: A cross-subject method using EEG12
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction12
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming12
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers12
A controlled study on VR game interventions for ADHD: Neurocognitive outcomes and simulator sickness assessment12
Classifiers’ competency in identifying digital innovation skills for teachers of Bisha Province, Saudi Arabia12
Research on VR e-learning based on load balancing algorithm in intelligent music education system12
When the audience joins the game: Live streaming’s influence on league of legends gameplay12
Identifying fighting, balanced, and territorial go player styles with deep learning11
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design11
Diabetes prediction using Hybrid Bagging Classifier11
Research on deep learning video game simulation algorithm based on western wind music11
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum11
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go11
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars11
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration11
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching11
Relationship between long-term recreational video gaming and visual processing11
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm11
Trans* and gender diverse players: Avatars and gender-alignment11
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa11
Deep multimodal fusion for video game age rating classification11
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots11
Eight types of video game experience10
Application of entertainment and fitness robots based on game interaction in sports training data analysis10
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices10
Fusion of robotics and deep learning for gamified rural landscape design: toward intelligent interaction10
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning10
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games10
Collocated interactive outdoor games for children: A systematic literature review10
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study10
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms10
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks10
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm10
The construction of online game teaching intelligence platform based on DQN algorithm10
Improving group navigation for VR-based entertainment applications10
Biomedical signals acquisition methodology for emotion classification in virtual reality game environment10
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners10
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT310
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm10
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation10
Gaming disorder and its association with depression, social anxiety, and risk perception during the COVID-19 pandemic: A study using a Gaussian graphical model and moderated network models10
Solving nonograms using neural networks10
WITHDRAWN: Sustainable practices in entertainment computing10
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms10
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis10
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game9
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary9
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions9
Physical and/or cognitive warm-up effects on first-person shooter video-games performances9
Evolution of global music trends: An exploratory and predictive approach based on Spotify data9
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt9
Designing health: the evolution of medical narratives in video games9
How do fandom types differ? A taxonomy of K-pop fandom with network embedding9
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process9
Modernizing sports an intelligent strategy for entertainment through internet of things in sports9
Lock the look: Recommending trendy looks for fashion products using natural language processing9
The impossibility of a perfect tournament9
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education9
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm9
Gamification and personality: Exploring the impact on consumer engagement and purchase intention9
EnTube: Exploring key video features for advancing YouTube engagement9
Elements of tourist demand for tourism-related performing arts based on online reviews and the Kano model9
Emotional competences and the interaction with digital games in childhood: Scoping review9
Personalizing empathy training with immersive virtual reality games: Development and user experience study9
Immersive VR experience based on virtual robots in decorative material environment design simulation9
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos9
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application9
A new approach to compute deficiency number of Mahjong configurations8
The enduring appeal of Mahjong: Navigating the challenges of AI integration8
Entertainment analysis in gaming model for business management with decision making and Machine learning model8
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue8
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games8
How do different game genres impact adolescent players’ problematic game use?8
Research on heterogeneous multi-agent immersive formation entertainment system based on MAPPO and intelligent interaction8
Social robot assisted music course based on speech sensing and deep learning algorithms8
The impact of video game use of dark patterns and random reward mechanisms on the youth: A systematic literature review8
More than just a game: Understanding how internet games are used in times of stress8
BI in simulation analysis with gaming for decision making and development of knowledge management8
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application8
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction8
Unveiling gender bias in LLM-generated hero and heroine narratives8
Action capture and VR interactive system for online experimental teaching8
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs8
Analyzing product design system application children’s toys based on sustainable materials and processes8
Using provenance and replay for qualitative analysis of gameplay sessions8
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis8
Deep analysis on the color language in film and television animation works via semantic segmentation technique8
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software8
Revenue effects of Denuvo digital rights management on PC video games8
Fostering human–AI collaboration in robotic dance creation through large language models8
Innovative activities of Activision Blizzard: A patent network analysis7
Specification of users’ cognitive functions and emotions to promote their training through Serious games7
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey7
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions7
The effects of CS-unplugged activities integrated into traditional street games on block-based coding performance of students7
Harnessing generative grammars and genetic algorithms for immersive 2D maps7
Entertainment robots based on smartphone terminals for mobile network music E-learning mode7
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information7
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition7
Supporting teachers, engaging students: A collaborative model for K-12 computing education7
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching7
Refining esports: A quantitative cartography of esports literature7
Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo7
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning7
Avatar identification in online games: the moderating role of presence7
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students7
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm7
Assessing the mental state of attention using a neurofeedback system and serious game tool7
Production and dissemination path of new media film and television content based on 5G technology7
Using provenance data and imitation learning to train human-like bots7
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works7
Towards a new generation of digital games designed with the basics of psychological theories to improve primary school pupils’ psychological and technical skills in learning arithmetic7
Playing to learn: Game-based approach to financial literacy for generation Z7
Deep learning approaches to the game of Connect67
A mixed-initiative design framework for procedural content generation using reinforcement learning7
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios7
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment7
Integrating artificial intelligence and gamification in rehabilitation: A scoping review7
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning6
Minecraft tunnels for covert communications6
Practicing drum on VR to promote rhythm performance: Exploring the learning progress related to incremental belief of rhythm, gameplay anxiety, flow experience, and perceived learning value6
Five emerging research opportunities for deep learning in video games: A curated overview6
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design6
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience6
Enhancing cyberbullying identification with ELECTRA-BiLSTM: A hybrid approach for improved contextual and sequential understanding6
E-learning and AI search decision based on deep learning algorithms application in economic and legal optimization6
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors6
Application of e-learning and interactive business experience based on edge computing in smart city tourism management6
Canine-centric interactive systems: Wavelet-based IMU motion recognition in edge AI scenarios6
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory6
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience6
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network6
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system6
Impact of social media on the psychological well-being of rural Youth- A systematic literature review and bibliometric analysis6
Design and Implementation of a Physical Education Teaching and Training Mode Management System6
Managing the plot structure of character-based interactive narratives in games6
Design and application of VR-based college English game teaching6
Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes6
Future-proofing entertainment: Navigating market changes in television and internet video services through predictive modeling6
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques6
A modeling environment for reinforcement learning in games6
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games6
E-commerce consumer privacy protection and immersive business experience simulation based on intrusion detection algorithms6
Visualizing popular Movies’ narrative structures using a Machine learning approach6
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm5
Determining the effects of League of Legends ranked tiers on outcome prediction models5
Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China5
An automated teaching model machine combining improved fuzzy mechanism in teaching children’s drawing games5
Hybrid Generation: Perceptions of social networks among Generation X in Portugal5
Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model5
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle5
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement5
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform5
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices5
A study on the ecological teaching reform of college mathematics supported by Internet technology5
Comparing effectiveness of educational video games of different genres in computer science education5
Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education5
Chronology of self-competition in virtual reality exergames: A historical review5
Improved BTM topic embedding method for Web text data extraction5
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’5
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality5
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm5
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations5
A playful experience sampling method to report emotions using smartwatches and emojis5
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles5
Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games5
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback5
Personalized information technology instructional design based on transformer model5
Decoding comics visual narratives: a semi-automatic review using information modelling technique5
Beyond the screen: Machine learning models for forecasting relationship compatibility after initial meetings5
Educational games for learning vocabulary in English as a Foreign Language5
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness5
The expression method of Chinese creative elements in animation films based on artificial intelligence technology5
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions5
The extensive use of social media by Arab university students (gratifications, impact, and risks)5
Indian dance classification using machine learning techniques: A survey5
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming5
Application of gaming robot based on gait recognition algorithm in sports training and assistance system4
Design of online teaching interaction mode for vocational education based on gamified-learning4
ChildProtect: A parental control application for tracking hostile surfing content4
Design, development, and analysis of validity for a computer-based cognitive rehabilitation (CBCR) program for children with specific learning disorder (SLD) − Dyslexia: A design-based approach4
Social signals and visibility on digital platforms: interpretable evidence from steam on what drives player activity4
Simulation of vocal teaching platform based on target speech extraction algorithm and cloud computing e-learning4
Study of gender perspective in STEM degrees and its relationship with video games4
GoThrough: A tool to render and interact with arbitrary planar transformative portals4
Optimizing transmedia storytelling strategies across platforms for Maximum audience engagement4
Participatory design of augmented reality games for word learning in autistic children: the parental perspective4
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