Entertainment Computing

Papers
(The median citation count of Entertainment Computing is 1. 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
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
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
Evolution of global music trends: An exploratory and predictive approach based on Spotify data17
Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project16
A qualitative exploration of the positive and negative experiences of individuals who play fantasy football16
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning16
Predicting stress levels for smartphone users using transfer learning induced residual net16
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior15
Constructing a game engine: A proposed game engine architecture course for undergraduate students15
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design15
Instruction pictograms for experience-based displays and their use cases15
Understanding the “social” nature of digital games14
Simulation of e-learning in vocal network teaching experience system based on intelligent Internet of things technology13
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions13
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices13
Software architecture for digital game mechanics: A systematic literature review13
The impact of video games on Students’ educational outcomes13
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to12
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations12
Serious games to improve social and emotional intelligence in children with autism12
Can we predict the Oscar winner? A machine learning approach with social network services12
An Optimized Recurrent Neural Network for re-modernize food dining bowls and estimating food capacity from images11
A study on the design of a deep learning model for classroom based on user participation and game chemistry processes11
Personalized recommendation of entertainment robots in fine arts education based on human–computer interaction and data mining10
Design and Implementation of a Physical Education Teaching and Training Mode Management System10
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals9
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary9
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle9
E-learning application in immersive music entertainment teaching system based on genetic network algorithm9
Course genres classification of music e-learning platform based on deep learning big data intelligent processing algorithm8
Physical and/or cognitive warm-up effects on first-person shooter video-games performances8
Application of entertainment virtual technology based on network information resources in piano teaching8
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system8
Music teaching software development based on neural network algorithm and user analysis8
Auto-encoder neural network based prediction of Texas poker opponent's behavior7
Cost-Effective digital twin Design for entertainment Enterprise’s through Machine learning7
Empowering vulnerable target groups with serious games and gamification7
Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model7
Can we engage players with extended reality in gaming applications? A Stimulus-Organism-Response framework7
Serious video games and psychological support: A depression intervention among young cancer patients7
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model7
Looking for archetypes: Applying game data mining to hearthstone decks7
Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play6
Interactive experience of cross-cultural Japanese communication e-learning intelligent system based on computer information security6
Research on the effectiveness of interactive e-learning mode based on artificial intelligence in English learning6
Building imagination in 3D: The design by children with architecture and 3D printing6
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA6
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students6
Emotional competences and the interaction with digital games in childhood: Scoping review6
Internet of Things for gaming: A review6
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education6
Research on entertainment robots based on artificial intelligence interaction for human posture recognition and sports activity monitoring6
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process6
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system6
Modernizing sports an intelligent strategy for entertainment through internet of things in sports5
How does live streaming impact media content consumption? The effect of game live streaming on game players5
Adaptive mixed reality robotic games for personalized consumer robot entertainment5
Immersive VR experience based on virtual robots in decorative material environment design simulation5
A concise review of intelligent game agent5
Virtual entertainment robot based on artificial intelligence image capture system for sports and fitness posture recognition5
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors5
Intelligent entertainment robots based on path navigation planning in tourism intelligent services and user entertainment experience analysis5
How do fandom types differ? A taxonomy of K-pop fandom with network embedding5
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement5
The application of artificial intelligence technology in the tactical training of football players5
The effect of in-game moral choices and NPCs’ identities on players’ intergroup attitudes5
Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations5
Guest Editorial: SBGames 20184
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm4
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games4
Music-driven generative dance movement teaching game based on a multi-feature fusion strategy4
A new approach to compute deficiency number of Mahjong configurations4
Sports game teaching and high precision sports training system based on virtual reality technology4
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones4
Optimization of gamified Learning Education Model based on XR + 5G technology4
Aligning story and gameplay through narrative goals4
Opening the world of contextually-specific player experiences4
The power bases in multiplayer video games4
Improved BTM topic embedding method for Web text data extraction4
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application4
Indian dance classification using machine learning techniques: A survey4
Book review4
Game aids application combined with listening music therapy in the teaching of exceptional child4
“A bunch of big idiots smack into each other” – A mixed-method investigation of learning rugby through video gaming compared to traditional instruction4
Interactive Rakuchu Rakugai-zu (views in and around Kyoto)4
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students4
Action capture and VR interactive system for online experimental teaching4
Listen by Looking: A framework to support the development of serious games for live music4
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’4
Coping with COVID-19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena4
Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players4
Cultivation model of football training group cohesion from the perspective of group psychology3
The key elements of gamification in corporate training – The Delphi method3
Construction of personalized recommendation model for educational video game resources based on knowledge graph3
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach3
Effects of industrial design properties of game controllers on player experience3
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect3
Design and research of educational mode in context of teaching gamification3
Research on the application value of Multimedia-Based virtual reality technology in drama education activities3
Systematic literature review on health effects of playing Pokémon Go3
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games3
Characterizing player responses to surprising events in 2D platform games3
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform3
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”3
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos3
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment3
Intelligent e-learning design for art courses based on adaptive learning algorithms and artificial intelligence3
From traditional gaming to mobile gaming: Video game players' switching behaviour3
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model3
A comparative analysis of tools for developing location based games3
Analysis of the college underachievers’ transformation via gamified learning experience3
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions3
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm3
Procedural generation of branching quests for games3
PMG-Net: Persian music genre classification using deep neural networks2
Adaptive virtual reality horror games based on Machine learning and player modeling2
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances2
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt2
Social robot assisted music course based on speech sensing and deep learning algorithms2
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness2
How do different game genres impact adolescent players’ problematic game use?2
Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method2
Design and development of a gamified cognitive training program targeting executive functions for older adults2
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software2
Revenue effects of Denuvo digital rights management on PC video games2
Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement2
Immersive e-learning application in intelligent teaching of English composition based on neural network algorithm2
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application2
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming2
Cognitive effect of product-based animation on interface aesthetics of web-based stores2
Entertainment robot based on IoT and VR interaction for motion training posture monitoring2
Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis2
Virtual robots based on digital images and machine learning in green landscape design2
Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty2
A comparative analysis of game experience in treadmill running applications2
Exploring player agency in educational video games2
Children’s sensory interaction music enlightenment system based on sensory interaction and game elements2
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices2
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms2
Intelligent video recommendation and interactive e-learning mode for English teaching courses based on machine learning2
Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners2
A study on the ecological teaching reform of college mathematics supported by Internet technology2
Interactive experience of singing learning and perception using gesture robots based on artificial intelligence games2
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality2
SyDRA: An approach to understand game engine architecture2
Gamified learning experience based on digital media and the application of virtual teaching robots in dance teaching2
Hybrid Generation: Perceptions of social networks among Generation X in Portugal2
Simulation of entertainment interactive robots based on intelligent algorithms in personalized fitness training systems2
Construction of teaching game evaluation model based on ISSA-BPNN2
Entertainment type robots based on machine learning and game teaching mode applied in dance action planning of art teaching2
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming2
More than just a game: Understanding how internet games are used in times of stress1
An AI-powered approach to the semiotic reconstruction of narratives1
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles1
Recommendations for games to attract women to computing courses1
Revolutionizing learning − A journey into educational games with immersive and AI technologies1
Research on digital entertainment media in English writing e-learning system based on interactive game learning method1
Design of virtual interactive educational games based on human perception1
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study1
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm1
Green landscape 3D reconstruction and VR interactive art design experience using digital entertainment technology and entertainment gesture robots1
An automated teaching model machine combining improved fuzzy mechanism in teaching children’s drawing games1
A novel UML-based methodology for modeling adventure-based educational games1
The relationship between technology trust and behavioral intention to use Metaverse in baby monitoring systems’ design: Stimulus-Organism-Response (SOR) theory1
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system1
The influence of online multiplayer games on social capital and interdependent well-being in Japan1
Prov-DIFF: Play traces analysis through provenance differences1
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming1
Play with Coding Toys in Early Childhood Education and Care: Teachers’ Pedagogical Strategies, Views and Impact on Children's Development. A Systematic Literature Review1
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches1
Collaborative play for autistic children: A systematic literature review1
User experience of english online classroom E-learning based on routing algorithm and data visualization analysis1
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios1
Improving Sleep-Wake Behaviors Using Mobile App Gamification1
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars1
Evolving action pre-selection parameters for MCTS in real-time strategy games1
Exploring the experience with tangible interactive narrative: Authoring and evaluation of Letters to José1
Harnessing generative grammars and genetic algorithms for immersive 2D maps1
Quality evaluation of preschool video games based on RNN1
Piano harmony automatic adaptation system based on deep reinforcement learning1
Temporality of online reactions to fictional characters’ death1
Comparing effectiveness of educational video games of different genres in computer science education1
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms1
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis1
Social entertainment robot based on neural network algorithm in personalized music course simulation1
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback1
Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players1
Nature of arcade games1
College English teaching reform and innovative methods under the new media platform based on the IoT1
The application of effective tracking model in the design of student knowledge education games1
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue1
3D image processing technology based on interactive entertainment application in cultural and creative product design1
An analysis of DOOM level generation using Generative Adversarial Networks1
BI in simulation analysis with gaming for decision making and development of knowledge management1
Using provenance and replay for qualitative analysis of gameplay sessions1
A bibliometric analysis of fantasy sports research1
Entertainment analysis in gaming model for business management with decision making and Machine learning model1
JAHAN: A framework for procedural generation of game maps from design specifications1
User performance and engagement in multi-user gaming Environments: An experimental investigation through the group eye tracking (GET) paradigm1
Assessing the mental state of attention using a neurofeedback system and serious game tool1
The relationship between co-playing and socioemotional status among older-adult game players1
CWcollab: Presenting multimedia with web-based context-aware collaboration1
A close look into the storytelling process: The procedural nature of interactive digital narratives as learning opportunity1
Exercise health belief related to “Fit-Fun” exergame play interest, anxiety, practicing attitude, and exergaming performance1
Diabetes prediction using Hybrid Bagging Classifier1
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis1
A scoping literature review on influencing factors in live-streaming spectatorship experience1
Beyond the Game: Understanding why people enjoy viewing Twitch1
Using provenance data and imitation learning to train human-like bots1
Application of e-learning and new media teaching platform based on human computer interaction technology in civil and commercial law courses1
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis1
Corrigendum to “Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model” [Entertain. Comput. 51 (2024) 100715]1
The enduring appeal of Mahjong: Navigating the challenges of AI integration1
Trans* and gender diverse players: Avatars and gender-alignment1
Micro and macro facial expressions by driven animations in realistic Virtual Humans1
Virtual robots based on multi task scheduling algorithms in visual graphic design and digital art applications1
Data mining based on computer game search algorithm in Japanese E-learning and multi context translation1
“Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems1
The influence of social distance perception among gamers on relationships between game motivation and interpersonal competency1
What goes wrong during phishing education? A probe into a game-based assessment with unfavorable results1
Mediating effect of self-esteem on the purchase intention of problematic online gamers1
Relationship between Gaming and other game related activities: Italian validation of the Screening Test for Problematic Gaming (STPG)1
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games1
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos1
Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility1
Application of E-Learning entertainment learning based on intelligent interactive experience in English reading assistance mode1
The effects of mini-detail short videos on consumer purchase intention on Taobao: A TAM2-based approach1
3D object deforming and manipulating through dynamic hand gestures1
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations1
ChildProtect: A parental control application for tracking hostile surfing content1
Simulation research on interactive entertainment e-learning based on visual saliency testing in music multimedia teaching system1
Exploring reinforcement learning approaches for drafting in collectible card games1
Towards sample efficient deep reinforcement learning in collectible card games1
Federated learning based privacy preserved English accent training ecosystem for people with Indian language accent1
The application of gaming virtual scenarios generated by point cloud 3D in inducing psychological intervention1
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