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 2020-04-01 to 2024-04-01.)
ArticleCitations
A novel hybrid bidirectional unidirectional LSTM network for dynamic hand gesture recognition with Leap Motion63
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect45
A systematic review on the impacts of game-based learning on argumentation skills40
“Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems31
Variations in visual sensitivity predict motion sickness in virtual reality30
Learning through play: Gamification model in university-level distance learning29
Systematic literature review on health effects of playing Pokémon Go26
The key elements of gamification in corporate training – The Delphi method26
Playful-consumption experiences and subjective well-being: Children’s smartphone usage25
Serious games to improve social and emotional intelligence in children with autism25
Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor23
Designing for meaningful social interaction in digital serious games21
Empowering vulnerable target groups with serious games and gamification21
Exergames in formal school teaching: A pre-post longitudinal field study on the effects of a dance game on motor learning, physical enjoyment, and learning motivation19
Design requirements for educational serious games with focus on player enjoyment19
Boosting: Rank and skill deception in esports18
When ignorance is bliss: The role of curiosity in online games adoption17
Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review17
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to16
Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility16
An extensive structural model proposal to explain online gaming behaviors15
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions15
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis15
Investigating Taiwan Instagram users’ behaviors for social media and social commerce development15
The effects of juiciness in an action RPG15
Let CONAN tell you a story: Procedural quest generation14
How to play a MOOC: Practices and simulation14
Evaluating the user experience of omnidirectional VR walking simulators14
Quality of experience (QoE) assessment of games on workstations and mobile14
The impact of video games on Students’ educational outcomes13
Minecraft as a block building approach for developing spatial skills13
Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal12
A novel UML-based methodology for modeling adventure-based educational games12
Robot magic show as testbed for humanoid robot interaction12
Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model12
Beyond action video games: Differences in gameplay and ability preferences among gaming genres12
Applying gamification design to a donation-based crowdfunding platform for improving user engagement11
Data mining analytics investigate Facebook Live stream users’ behaviors and business models: The evidence from Thailand11
PMG-Net: Persian music genre classification using deep neural networks11
Towards an intelligent assistive system based on augmented reality and serious games10
From traditional gaming to mobile gaming: Video game players' switching behaviour10
Adaptive storytelling based on personality and preference modeling10
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms10
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder10
Analysis of the college underachievers’ transformation via gamified learning experience10
A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games10
Collaboration or battle between minds? An attention training game through collaborative and competitive reinforcement9
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design9
Examining the role of perceived value and consumer innovativeness on consumers’ intention to watch intellectual property films9
Software architecture for digital game mechanics: A systematic literature review9
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach9
An interactive greeting system using convolutional neural networks for emotion recognition8
The Game Element and Mechanic (GEM) framework: A structural approach for implementing game elements and mechanics into game experiences8
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches8
Can we predict the Oscar winner? A machine learning approach with social network services8
Gamifying online entrepreneurship education and digital entrepreneurial intentions: An empirical study8
Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform8
Physioland – A serious game for physical rehabilitation of patients with neurological diseases7
Digital gaming among adolescents in clinical settings: Do we underestimate this issue?7
The mediating effect of fantasy on engagement in an AR game for learning7
Exploring alternatives with Unreal Engine’s Blueprints Visual Scripting System6
Classifying games in container terminal logistics field: A systematic review6
The evaluation video quality in social clouds6
Adaptive virtual reality horror games based on Machine learning and player modeling6
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games?6
Re-framing engagement for applied games: A conceptual framework6
An interactive simulation-based game of a manufacturing process in heavy industry6
Influence of visual background complexity and task difficulty on action video game players’ performance6
Health and social impacts of playing Pokémon Go on various player groups6
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers6
A close look into the storytelling process: The procedural nature of interactive digital narratives as learning opportunity6
Surveilling the gamers: Privacy impacts of the video game industry5
A modeling environment for reinforcement learning in games5
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones5
Evolution of global music trends: An exploratory and predictive approach based on Spotify data5
The distant Horizon: Investigating the relationship between social sciences academic research and game development5
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities5
A comparative analysis of tools for developing location based games5
Like a pro: Communication, camaraderie and group cohesion in the Amazonian esports scenario5
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players5
Identifying communities and fan practices in online retrogaming forums5
The relationship between co-playing and socioemotional status among older-adult game players5
Opening the world of contextually-specific player experiences5
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle5
It’s habit, not toxicity, driving hours spent in DOTA 24
Refining esports: A quantitative cartography of esports literature4
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students4
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application4
Procedural generation of branching quests for games4
Design of a serious games to improve resilience skills in youngsters4
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’ evaluations4
Enhancing the learning process of folk dances using augmented reality and non-invasive brain stimulation4
Typical opinions mining based on Douban film comments in animated movies4
Serious video games and psychological support: A depression intervention among young cancer patients4
Finding appropriate settings for fairness and engagement in a newly designed game through self-playing AI program: A case study using Japanese crossword game 'MyoGo Renju’4
Digital gaming audiences: Awareness, without closeness4
A new approach to compute deficiency number of Mahjong configurations4
The role of motivation to change and mindsets in a game promoted for mental health4
Nature of arcade games3
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games3
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions3
ACA game for individuals with Autism Spectrum Disorder3
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning3
Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality3
Comparing effectiveness of educational video games of different genres in computer science education3
Improving Sleep-Wake Behaviors Using Mobile App Gamification3
Coping with COVID-19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena3
Auto-encoder neural network based prediction of Texas poker opponent's behavior3
Managing the plot structure of character-based interactive narratives in games3
The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning3
A new non-deterministic drama manager for adaptive interactive storytelling3
User experience in a kinect-based conducting system for visualization of musical structure3
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations3
Beyond the Game: Understanding why people enjoy viewing Twitch3
Looking for archetypes: Applying game data mining to hearthstone decks3
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior3
Desirable characteristics of games for older adults3
Influencing factors for building social capital on live streaming websites3
Teachers’ experience with digital games in Czech primary schools3
Tagore and neuroscience: A non-linear multifractal study to encapsulate the evolution of Tagore songs over a century3
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory2
Diabetes prediction using Hybrid Bagging Classifier2
Top concerns of user experiences in Metaverse games: A text-mining based approach2
Chronology of self-competition in virtual reality exergames: A historical review2
Exploring reinforcement learning approaches for drafting in collectible card games2
A qualitative exploration of the positive and negative experiences of individuals who play fantasy football2
Understanding the “social” nature of digital games2
On exploiting transformers for detecting explicit song lyrics2
Understanding dance semantics using spatio-temporal features coupled GRU networks2
Into the Unown: Improving location-based gamified crowdsourcing solutions for geo data gathering2
StepAR: A personalized exergame for people with multiple sclerosis based on video-mapping2
The influence of online multiplayer games on social capital and interdependent well-being in Japan2
Assessing the mental state of attention using a neurofeedback system and serious game tool2
Evaluation on game concentration with multi-scale fuzzy entropy based on EEG signals2
Aligning story and gameplay through narrative goals2
Two perspectives on gaming social capital among Korean adolescents’ gamers2
Design and application of VR-based college English game teaching2
Multiple Composite Scenarios: A Game-Based Methodology for the Prevention of Mental Disorders2
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum2
Trans* and gender diverse players: Avatars and gender-alignment2
ChildProtect: A parental control application for tracking hostile surfing content2
Social accessibility in multiplayer games: Theory and praxis2
Predicting subscription renewal using binary classification in World of Warcraft2
Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players2
Video games become more mainstream2
Effects of conflicts on outcomes: The case of multiplayer online games2
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 games2
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