Entertainment Computing

Papers
(The median citation count of Entertainment Computing is 2. 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 2022-05-01 to 2026-05-01.)
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 agent37
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices33
EquiliBubble: An adaptive serious game for assistance in static balance rehabilitation32
The unseen blade is the deadliest: exploring the game-specific visual attention control advantage of top league of legends players30
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study29
Searching for traces of Kama Muta: Examining viewers’ responses to online videos28
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition26
Prevalence of Instagram addiction among Iranians: A countrywide online survey26
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder26
Adaptive mixed reality robotic games for personalized consumer robot entertainment24
Building imagination in 3D: The design by children with architecture and 3D printing24
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults23
The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media22
Instruction pictograms for experience-based displays and their use cases22
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA21
Participatory Minecraft mapping: Fostering students participation in disaster awareness20
Notion meta-learner: A technique for few-shot learning in music genre recognition19
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students18
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA18
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model18
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals17
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations16
Design and development of a gamified cognitive training program targeting executive functions for older adults16
Construction of teaching game evaluation model based on ISSA-BPNN16
Explainable e-sports win prediction through Machine Learning classification in streaming16
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”16
Brain-computer interface controlled robotic choreography based on motor imagery EEG16
Predicting post-VR game experiences with wearable physiological sensors15
Research on the application value of Multimedia-Based virtual reality technology in drama education activities15
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment15
Aligning story and gameplay through narrative goals15
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones15
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming14
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms14
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games14
Sports game teaching and high precision sports training system based on virtual reality technology14
Optimization of gamified Learning Education Model based on XR + 5G technology14
Streamlined approach to 2nd/3rd graders learning basic programming concepts14
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model14
Effects of industrial design properties of game controllers on player experience14
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game14
Exploring game-based psychological empowerment and its motivational and wellbeing effects14
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances14
Writing instruments in a calligraphy experience system conveying the relationship between kanji and nature14
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision14
Convolutional neural network and recommendation algorithm for the new model of college music education13
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications13
An AI-powered approach to the semiotic reconstruction of narratives13
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms13
Modeling the user experience in virtual and real world transition by understanding the user goal value13
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study13
The application of effective tracking model in the design of student knowledge education games13
Dynamic and personalized video summarization towards sports entertainment13
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study12
Classifiers’ competency in identifying digital innovation skills for teachers of Bisha Province, Saudi Arabia12
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment12
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model12
Learning transferable collaborative behaviors for multiple agents in the game environment12
A user-centered design approach for crafting personalized guided meditation12
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming11
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers11
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities11
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction11
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis11
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos11
Social entertainment robot based on neural network algorithm in personalized music course simulation11
Diabetes prediction using Hybrid Bagging Classifier11
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation11
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars11
Research on VR e-learning based on load balancing algorithm in intelligent music education system11
A controlled study on VR game interventions for ADHD: Neurocognitive outcomes and simulator sickness assessment11
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration10
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design10
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching10
Application of entertainment and fitness robots based on game interaction in sports training data analysis10
Eight types of video game experience10
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms10
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation10
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa10
Trans* and gender diverse players: Avatars and gender-alignment10
Research on deep learning video game simulation algorithm based on western wind music10
Deep multimodal fusion for video game age rating classification10
Fusion of robotics and deep learning for gamified rural landscape design: toward intelligent interaction10
Equivalence of key postures in Chinese dance movements in aesthetic preference cognition: A cross-subject method using EEG10
When the audience joins the game: Live streaming’s influence on league of legends gameplay10
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go10
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum10
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks10
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices10
WITHDRAWN: Sustainable practices in entertainment computing9
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners9
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 models9
Improving group navigation for VR-based entertainment applications9
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study9
Identifying fighting, balanced, and territorial go player styles with deep learning9
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder9
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games9
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT39
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis9
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm9
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots9
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm9
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms9
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning9
Collocated interactive outdoor games for children: A systematic literature review9
Relationship between long-term recreational video gaming and visual processing9
The construction of online game teaching intelligence platform based on DQN algorithm9
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm9
Biomedical signals acquisition methodology for emotion classification in virtual reality game environment8
Personalizing empathy training with immersive virtual reality games: Development and user experience study8
Emotional competences and the interaction with digital games in childhood: Scoping review8
Physical and/or cognitive warm-up effects on first-person shooter video-games performances8
The impossibility of a perfect tournament8
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process8
Elements of tourist demand for tourism-related performing arts based on online reviews and the Kano model8
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions8
Lock the look: Recommending trendy looks for fashion products using natural language processing8
How do fandom types differ? A taxonomy of K-pop fandom with network embedding8
Action capture and VR interactive system for online experimental teaching8
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education8
Modernizing sports an intelligent strategy for entertainment through internet of things in sports8
Solving nonograms using neural networks8
Immersive VR experience based on virtual robots in decorative material environment design simulation8
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary8
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos8
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt8
Evolution of global music trends: An exploratory and predictive approach based on Spotify data8
Deep analysis on the color language in film and television animation works via semantic segmentation technique7
Innovative activities of Activision Blizzard: A patent network analysis7
A new approach to compute deficiency number of Mahjong configurations7
Gamification and personality: Exploring the impact on consumer engagement and purchase intention7
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs7
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction7
Unveiling gender bias in LLM-generated hero and heroine narratives7
BI in simulation analysis with gaming for decision making and development of knowledge management7
Using provenance and replay for qualitative analysis of gameplay sessions7
The enduring appeal of Mahjong: Navigating the challenges of AI integration7
Social robot assisted music course based on speech sensing and deep learning algorithms7
Designing health: the evolution of medical narratives in video games7
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application7
Fostering human–AI collaboration in robotic dance creation through large language models7
How do different game genres impact adolescent players’ problematic game use?7
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application7
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue7
The impact of video game use of dark patterns and random reward mechanisms on the youth: A systematic literature review7
Revenue effects of Denuvo digital rights management on PC video games7
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game7
EnTube: Exploring key video features for advancing YouTube engagement7
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm7
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games7
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software7
Analyzing product design system application children’s toys based on sustainable materials and processes7
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students6
A mixed-initiative design framework for procedural content generation using reinforcement learning6
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games6
Evolving action pre-selection parameters for MCTS in real-time strategy games6
Avatar identification in online games: the moderating role of presence6
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning6
More than just a game: Understanding how internet games are used in times of stress6
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works6
Playing to learn: Game-based approach to financial literacy for generation Z6
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey6
Production and dissemination path of new media film and television content based on 5G technology6
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design6
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions6
Refining esports: A quantitative cartography of esports literature6
Entertainment robots based on smartphone terminals for mobile network music E-learning mode6
The effects of CS-unplugged activities integrated into traditional street games on block-based coding performance of students6
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 arithmetic6
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm6
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information6
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching6
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios6
Supporting teachers, engaging students: A collaborative model for K-12 computing education6
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
Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo6
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience6
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis6
Specification of users’ cognitive functions and emotions to promote their training through Serious games6
Deep learning approaches to the game of Connect66
Assessing the mental state of attention using a neurofeedback system and serious game tool6
Integrating artificial intelligence and gamification in rehabilitation: A scoping review6
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment6
Harnessing generative grammars and genetic algorithms for immersive 2D maps6
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition6
Entertainment analysis in gaming model for business management with decision making and Machine learning model6
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players6
Using provenance data and imitation learning to train human-like bots6
Enhancing cyberbullying identification with ELECTRA-BiLSTM: A hybrid approach for improved contextual and sequential understanding5
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory5
Canine-centric interactive systems: Wavelet-based IMU motion recognition in edge AI scenarios5
E-commerce consumer privacy protection and immersive business experience simulation based on intrusion detection algorithms5
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations5
Visualizing popular Movies’ narrative structures using a Machine learning approach5
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors5
Design and application of VR-based college English game teaching5
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques5
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network5
Five emerging research opportunities for deep learning in video games: A curated overview5
E-learning and AI search decision based on deep learning algorithms application in economic and legal optimization5
Application of e-learning and interactive business experience based on edge computing in smart city tourism management5
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement5
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions5
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning5
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm5
Minecraft tunnels for covert communications5
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience5
Future-proofing entertainment: Navigating market changes in television and internet video services through predictive modeling5
A modeling environment for reinforcement learning in games5
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system5
Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes5
Design and Implementation of a Physical Education Teaching and Training Mode Management System5
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle5
Managing the plot structure of character-based interactive narratives in games5
Impact of social media on the psychological well-being of rural Youth- A systematic literature review and bibliometric analysis5
Improved BTM topic embedding method for Web text data extraction4
A playful experience sampling method to report emotions using smartwatches and emojis4
Decoding comics visual narratives: a semi-automatic review using information modelling technique4
Does applying the principles of constructivism learning add to the popularity of serious games? A systematic mixed studies review4
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles4
Beyond the screen: Machine learning models for forecasting relationship compatibility after initial meetings4
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm4
Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education4
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system4
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform4
Revolutionizing learning − A journey into educational games with immersive and AI technologies4
Hybrid Generation: Perceptions of social networks among Generation X in Portugal4
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness4
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students4
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’4
The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving4
A study on the ecological teaching reform of college mathematics supported by Internet technology4
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches4
Digital gaming during the COVID-19 pandemic: Examining the interplay of psychosocial problems, gaming motivations, and gaming disorder severity4
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback4
Personalized information technology instructional design based on transformer model4
Educational games for learning vocabulary in English as a Foreign Language4
Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model4
The expression method of Chinese creative elements in animation films based on artificial intelligence technology4
The extensive use of social media by Arab university students (gratifications, impact, and risks)4
Chronology of self-competition in virtual reality exergames: A historical review4
Design of political classroom interaction system in social virtual reality entertainment environment based on convolutional neural network4
Determining the effects of League of Legends ranked tiers on outcome prediction models4
Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games4
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games4
An optimized deep learning approach for detection and classification of player actions in football game4
Comparing effectiveness of educational video games of different genres in computer science education4
Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China4
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