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 2020-11-01 to 2024-11-01.)
ArticleCitations
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect65
“Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems37
Learning through play: Gamification model in university-level distance learning36
The key elements of gamification in corporate training – The Delphi method36
Variations in visual sensitivity predict motion sickness in virtual reality34
Serious games to improve social and emotional intelligence in children with autism33
Systematic literature review on health effects of playing Pokémon Go30
Playful-consumption experiences and subjective well-being: Children’s smartphone usage29
Empowering vulnerable target groups with serious games and gamification24
Designing for meaningful social interaction in digital serious games24
Design requirements for educational serious games with focus on player enjoyment23
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to22
Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review20
Boosting: Rank and skill deception in esports19
Investigating Taiwan Instagram users’ behaviors for social media and social commerce development19
Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility19
The impact of video games on Students’ educational outcomes18
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis18
When ignorance is bliss: The role of curiosity in online games adoption18
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions18
Minecraft as a block building approach for developing spatial skills18
How to play a MOOC: Practices and simulation17
Gamifying online entrepreneurship education and digital entrepreneurial intentions: An empirical study16
Applying gamification design to a donation-based crowdfunding platform for improving user engagement16
Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model16
Robot magic show as testbed for humanoid robot interaction15
Let CONAN tell you a story: Procedural quest generation15
PMG-Net: Persian music genre classification using deep neural networks15
Data mining analytics investigate Facebook Live stream users’ behaviors and business models: The evidence from Thailand14
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches14
Towards an intelligent assistive system based on augmented reality and serious games13
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms13
Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal13
From traditional gaming to mobile gaming: Video game players' switching behaviour13
Beyond action video games: Differences in gameplay and ability preferences among gaming genres13
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach13
A novel UML-based methodology for modeling adventure-based educational games12
Analysis of the college underachievers’ transformation via gamified learning experience12
Examining the role of perceived value and consumer innovativeness on consumers’ intention to watch intellectual property films12
The Game Element and Mechanic (GEM) framework: A structural approach for implementing game elements and mechanics into game experiences12
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder11
Can we predict the Oscar winner? A machine learning approach with social network services11
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design10
Surveilling the gamers: Privacy impacts of the video game industry10
Digital gaming among adolescents in clinical settings: Do we underestimate this issue?10
Into the Unown: Improving location-based gamified crowdsourcing solutions for geo data gathering9
Software architecture for digital game mechanics: A systematic literature review9
Re-framing engagement for applied games: A conceptual framework9
Adaptive virtual reality horror games based on Machine learning and player modeling9
The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning8
Top concerns of user experiences in Metaverse games: A text-mining based approach8
An interactive greeting system using convolutional neural networks for emotion recognition8
The mediating effect of fantasy on engagement in an AR game for learning8
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions8
Exploring alternatives with Unreal Engine’s Blueprints Visual Scripting System8
Health and social impacts of playing Pokémon Go on various player groups8
Classifying games in container terminal logistics field: A systematic review7
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities7
Video games become more mainstream7
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games?7
A close look into the storytelling process: The procedural nature of interactive digital narratives as learning opportunity7
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers7
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle7
Managing the plot structure of character-based interactive narratives in games6
Procedural generation of branching quests for games6
Serious video games and psychological support: A depression intervention among young cancer patients6
Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality6
A comparative analysis of tools for developing location based games6
Evolution of global music trends: An exploratory and predictive approach based on Spotify data6
ACA game for individuals with Autism Spectrum Disorder6
Identifying communities and fan practices in online retrogaming forums6
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students6
Influence of visual background complexity and task difficulty on action video game players’ performance6
Online learning system for English speech automatic recognition based on hidden Markov model algorithm and conditional random field algorithm5
The relationship between co-playing and socioemotional status among older-adult game players5
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones5
Replaying online games for flow experience and outcome expectations: An exploratory study for the moderating role of external locus of control based on Turkish gamers’ evaluations5
StepAR: A personalized exergame for people with multiple sclerosis based on video-mapping5
Evaluation on game concentration with multi-scale fuzzy entropy based on EEG signals5
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games5
Opening the world of contextually-specific player experiences5
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players5
Refining esports: A quantitative cartography of esports literature5
Chronology of self-competition in virtual reality exergames: A historical review5
Typical opinions mining based on Douban film comments in animated movies5
Influencing factors for building social capital on live streaming websites5
A modeling environment for reinforcement learning in games5
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA4
Repeated experience or a virtual nose to reduce simulator sickness? – Investigating prediction of the sensorial conflict theory and the rest-frame hypothesis in two virtual games4
The application of virtual reality technology in the teaching of clarinet music art under the mobile wireless network learning environment4
Enhancing the learning process of folk dances using augmented reality and non-invasive brain stimulation4
Nature of arcade games4
Digital gaming audiences: Awareness, without closeness4
A new approach to compute deficiency number of Mahjong configurations4
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior4
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning4
Teachers’ experience with digital games in Czech primary schools4
Tagore and neuroscience: A non-linear multifractal study to encapsulate the evolution of Tagore songs over a century4
Diabetes prediction using Hybrid Bagging Classifier4
Comparing effectiveness of educational video games of different genres in computer science education4
Auto-encoder neural network based prediction of Texas poker opponent's behavior4
Improving Sleep-Wake Behaviors Using Mobile App Gamification4
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application4
Design of a serious games to improve resilience skills in youngsters4
Desirable characteristics of games for older adults4
Understanding dance semantics using spatio-temporal features coupled GRU networks4
Social accessibility in multiplayer games: Theory and praxis4
Predicting subscription renewal using binary classification in World of Warcraft4
Beyond the Game: Understanding why people enjoy viewing Twitch4
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming4
A qualitative exploration of the positive and negative experiences of individuals who play fantasy football4
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations3
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games3
Theories, methodologies, and effects of affect-adaptive games: A systematic review3
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults3
Design and application of VR-based college English game teaching3
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory3
Does applying the principles of constructivism learning add to the popularity of serious games? A systematic mixed studies review3
Play with Coding Toys in Early Childhood Education and Care: Teachers’ Pedagogical Strategies, Views and Impact on Children's Development. A Systematic Literature Review3
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application3
Rethinking dynamic difficulty adjustment for video game design3
Understanding the “social” nature of digital games3
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 value3
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum3
User experience in a kinect-based conducting system for visualization of musical structure3
A bibliometric analysis of fantasy sports research3
Coping with COVID-19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena3
Looking for archetypes: Applying game data mining to hearthstone decks3
Design and Implementation of a Physical Education Teaching and Training Mode Management System3
It’s habit, not toxicity, driving hours spent in DOTA 23
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system3
Multiple Composite Scenarios: A Game-Based Methodology for the Prevention of Mental Disorders3
Correlation analysis of structural characteristics of table tennis players' hitting movements and hitting effects based on data analysis3
Evaluation of consumer usage behavior for interactive entertainment: A Netflix case study2
3D image processing technology based on interactive entertainment application in cultural and creative product design2
Intelligent e-learning design for art courses based on adaptive learning algorithms and artificial intelligence2
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment2
Action capture and VR interactive system for online experimental teaching2
AI-driven adaptive learning for enhancing business intelligence simulation games2
A design strategy for Geo AR mobile game sustainable success emphasizing game completeness2
Online piano learning game design method: Piano music style recognition based on CRNNH2
Cost-Effective digital twin Design for entertainment Enterprise’s through Machine learning2
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation2
College English teaching reform and innovative methods under the new media platform based on the IoT2
ChildProtect: A parental control application for tracking hostile surfing content2
The influence of online multiplayer games on social capital and interdependent well-being in Japan2
An efficient convolutional neural network for detecting the crime of stealing in videos2
Exploring reinforcement learning approaches for drafting in collectible card games2
Research on the application value of Multimedia-Based virtual reality technology in drama education activities2
Aligning story and gameplay through narrative goals2
The impossibility of a perfect tournament2
Measuring the effect of game updates on player engagement: A cue from DOTA22
Impacts of Game-based psychotherapy intervention to elderly with memory disorder2
On exploiting transformers for detecting explicit song lyrics2
Can we engage players with extended reality in gaming applications? A Stimulus-Organism-Response framework2
The construction of online game teaching intelligence platform based on DQN algorithm2
The Intellectual Structure of Esports Research2
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios2
Trans* and gender diverse players: Avatars and gender-alignment2
Development of a forearm motion learning-assist system for playing the Japanese shamisen instrument2
Evolving action pre-selection parameters for MCTS in real-time strategy games2
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model2
Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players2
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model2
Effects of conflicts on outcomes: The case of multiplayer online games2
Two perspectives on gaming social capital among Korean adolescents’ gamers2
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm2
Particle swarm optimization for procedural content generation in an endless platform game2
Influence of network video film and television communication based on sampling theory2
Assessing the mental state of attention using a neurofeedback system and serious game tool2
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