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 2021-05-01 to 2025-05-01.)
ArticleCitations
Two perspectives on gaming social capital among Korean adolescents’ gamers93
Instruction pictograms for experience-based displays and their use cases51
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA50
Acceleration model of online educational games based on improved ensemble ML algorithm49
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system45
Software architecture for digital game mechanics: A systematic literature review42
A concise review of intelligent game agent37
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals30
Building imagination in 3D: The design by children with architecture and 3D printing29
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices28
Participatory Minecraft mapping: Fostering students participation in disaster awareness28
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA27
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model27
Design requirements for educational serious games with focus on player enjoyment26
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to25
Serious video games and psychological support: A depression intervention among young cancer patients24
Adaptive mixed reality robotic games for personalized consumer robot entertainment21
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults21
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games19
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition19
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances19
Design and development of a gamified cognitive training program targeting executive functions for older adults18
Construction of teaching game evaluation model based on ISSA-BPNN18
Research on the application value of Multimedia-Based virtual reality technology in drama education activities18
Effects of industrial design properties of game controllers on player experience17
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model17
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment17
Optimization of gamified Learning Education Model based on XR + 5G technology17
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones17
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”16
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms16
Sports game teaching and high precision sports training system based on virtual reality technology15
Aligning story and gameplay through narrative goals15
An AI-powered approach to the semiotic reconstruction of narratives15
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis13
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming13
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis13
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation13
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations12
Streamlined approach to 2nd/3rd graders learning basic programming concepts12
The relationship between co-playing and socioemotional status among older-adult game players12
The application of effective tracking model in the design of student knowledge education games11
To Kill or Not to Kill – An experimental test of moral Decision-Making in gaming11
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study11
Modeling the user experience in virtual and real world transition by understanding the user goal value11
Convolutional neural network and recommendation algorithm for the new model of college music education11
Social entertainment robot based on neural network algorithm in personalized music course simulation10
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms10
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos10
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars10
Trans* and gender diverse players: Avatars and gender-alignment10
Diabetes prediction using Hybrid Bagging Classifier9
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching9
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices9
Application of entertainment and fitness robots based on game interaction in sports training data analysis9
HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities9
Eight types of video game experience9
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots9
Learning through interactive artifacts: Personal fabrication using electrochromic displays to remember Atari women programmers9
Research on VR e-learning based on load balancing algorithm in intelligent music education system9
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design9
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration9
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation8
Research on deep learning video game simulation algorithm based on western wind music8
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum8
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm8
Health and social impacts of playing Pokémon Go on various player groups8
The construction of online game teaching intelligence platform based on DQN algorithm8
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go8
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm8
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks7
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms7
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games7
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa7
Dynamic difficulty adjustment technique-based mobile vocabulary learning game for children with autism spectrum disorder7
Let CONAN tell you a story: Procedural quest generation7
Relationship between long-term recreational video gaming and visual processing7
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm7
Game environment art with modular architecture7
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms6
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners6
Understanding the “social” nature of digital games6
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary6
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT36
Collocated interactive outdoor games for children: A systematic literature review6
Emotional competences and the interaction with digital games in childhood: Scoping review6
Solving nonograms using neural networks6
Playing violent videogames is unrelated to antisocial behavior in Mexican children6
WITHDRAWN: Sustainable practices in entertainment computing6
Physical and/or cognitive warm-up effects on first-person shooter video-games performances6
How do fandom types differ? A taxonomy of K-pop fandom with network embedding6
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning6
Revenue effects of Denuvo digital rights management on PC video games5
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education5
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process5
Book review5
The enduring appeal of Mahjong: Navigating the challenges of AI integration5
Using provenance and replay for qualitative analysis of gameplay sessions5
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games5
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software5
Action capture and VR interactive system for online experimental teaching5
How do different game genres impact adolescent players’ problematic game use?5
The impossibility of a perfect tournament5
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application5
Modernizing sports an intelligent strategy for entertainment through internet of things in sports5
BI in simulation analysis with gaming for decision making and development of knowledge management5
EnTube: Exploring key video features for advancing YouTube engagement5
Social robot assisted music course based on speech sensing and deep learning algorithms5
A new approach to compute deficiency number of Mahjong configurations5
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos5
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt5
Immersive VR experience based on virtual robots in decorative material environment design simulation5
Evolution of global music trends: An exploratory and predictive approach based on Spotify data5
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm5
Entertainment analysis in gaming model for business management with decision making and Machine learning model5
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue5
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect5
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment4
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching4
Evolving action pre-selection parameters for MCTS in real-time strategy games4
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios4
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 arithmetic4
More than just a game: Understanding how internet games are used in times of stress4
A mixed-initiative design framework for procedural content generation using reinforcement learning4
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions4
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm4
Specification of users’ cognitive functions and emotions to promote their training through Serious games4
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning4
Deep learning approaches to the game of Connect64
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis4
Assessing the mental state of attention using a neurofeedback system and serious game tool4
Playing to learn: Game-based approach to financial literacy for generation Z4
Entertainment robots based on smartphone terminals for mobile network music E-learning mode4
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition4
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques4
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works4
Harnessing generative grammars and genetic algorithms for immersive 2D maps4
Using provenance data and imitation learning to train human-like bots4
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application4
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey4
Refining esports: A quantitative cartography of esports literature4
Production and dissemination path of new media film and television content based on 5G technology4
An interactive greeting system using convolutional neural networks for emotion recognition3
Design and application of VR-based college English game teaching3
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions3
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors3
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games3
Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory3
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience3
Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design3
Classifying games in container terminal logistics field: A systematic review3
Influencing factors for building social capital on live streaming websites3
E-learning and AI search decision based on deep learning algorithms application in economic and legal optimization3
Minecraft tunnels for covert communications3
A modeling environment for reinforcement learning in games3
Serious games to improve social and emotional intelligence in children with autism3
Beyond action video games: Differences in gameplay and ability preferences among gaming genres3
A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system3
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students3
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience3
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
Managing the plot structure of character-based interactive narratives in games3
Application of e-learning and interactive business experience based on edge computing in smart city tourism management3
Does a gamified website matter? An extended UTAUT model with regulatory fit, user experience, engagement, and attitudes3
Design and Implementation of a Physical Education Teaching and Training Mode Management System3
Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality3
Future-proofing entertainment: Navigating market changes in television and internet video services through predictive modeling3
E-commerce consumer privacy protection and immersive business experience simulation based on intrusion detection algorithms3
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network3
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players3
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning3
Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles2
Entertainment performance robots application in music network classroom based on speech sensor recognition and artificial intelligence2
Design of political classroom interaction system in social virtual reality entertainment environment based on convolutional neural network2
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system2
Revolutionizing learning − A journey into educational games with immersive and AI technologies2
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm2
The influence of online multiplayer games on social capital and interdependent well-being in Japan2
Gamification in technology and design areas: A teaching innovation project in a fully online environment2
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming2
3D object deforming and manipulating through dynamic hand gestures2
Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model2
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement2
Improved BTM topic embedding method for Web text data extraction2
Does applying the principles of constructivism learning add to the popularity of serious games? A systematic mixed studies review2
Simulation of vocal teaching platform based on target speech extraction algorithm and cloud computing e-learning2
The key elements of gamification in corporate training – The Delphi method2
Application of gaming robot based on gait recognition algorithm in sports training and assistance system2
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness2
Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture2
Immersive human–computer interaction and digital entertainment new media application in English e-learning mode2
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm2
Particle swarm optimization for procedural content generation in an endless platform game2
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions2
Current practice and challenges in coaching Esports players: An interview study with league of legends professional team coaches2
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality2
Digital evolution: Investigating the dynamic interactions of learners with social media2
Challenging the future: Development of students’ multimodal competencies by designing an online exhibition2
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle2
A bibliometric analysis of fantasy sports research2
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations2
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design2
Chronology of self-competition in virtual reality exergames: A historical review2
Design of online teaching interaction mode for vocational education based on gamified-learning2
Indian dance classification using machine learning techniques: A survey2
Investigating the use of Spatialized Audio Augmented Reality to enhance the outdoor running experience2
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach2
Playing digital games during the COVID-19 pandemic: Examining the interplay of psychosocial problems, gaming motivations, and gaming disorder severity2
A study on the ecological teaching reform of college mathematics supported by Internet technology2
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games2
ChildProtect: A parental control application for tracking hostile surfing content2
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’2
Comparing effectiveness of educational video games of different genres in computer science education2
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices2
Consumer and critic reception of video game platforms: Trends from 2002–20222
Hybrid Generation: Perceptions of social networks among Generation X in Portugal2
Participatory design of augmented reality games for word learning in autistic children: the parental perspective2
The extensive use of social media by Arab university students (gratifications, impact, and risks)2
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms2
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback2
An automated teaching model machine combining improved fuzzy mechanism in teaching children’s drawing games2
Voice coding interactive music game teaching mode based on wireless network2
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students2
Entertainment robots based on internet of things and artificial intelligence in the process of student stress and emotion recognition2
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform2
The effect of gamified learning monitoring systems on Students’ learning behavior and Achievement: An empirical study2
Play with Coding Toys in Early Childhood Education and Care: Teachers’ Pedagogical Strategies, Views and Impact on Children's Development. A Systematic Literature Review1
PMG-Net: Persian music genre classification using deep neural networks1
Virtual robots based on digital images and machine learning in green landscape design1
Green landscape 3D reconstruction and VR interactive art design experience using digital entertainment technology and entertainment gesture robots1
An efficient convolutional neural network for detecting the crime of stealing in videos1
User performance and engagement in multi-user gaming Environments: An experimental investigation through the group eye tracking (GET) paradigm1
Variations in visual sensitivity predict motion sickness in virtual reality1
Exploring player agency in educational video games1
Optimization of image recognition and gamification training process for entertainment robots in basketball training games based on tracking technology1
Smart city VR landscape planning and user virtual entertainment experience based on artificial intelligence1
Social entertainment robot based on artificial intelligence algorithm application in interactive mode of music classroom1
Systematic literature review on health effects of playing Pokémon Go1
Piano harmony automatic adaptation system based on deep reinforcement learning1
Research on entertainment creation robot based on artificial intelligence speech recognition in the process of music style analysis1
Micro and macro facial expressions by driven animations in realistic Virtual Humans1
Adaptive virtual reality horror games based on Machine learning and player modeling1
Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition1
Investigating Taiwan Instagram users’ behaviors for social media and social commerce development1
Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners1
Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players1
Construction of an innovative entrepreneurship project learning platform introducing a group recommendation algorithm for college students1
Prov-DIFF: Play traces analysis through provenance differences1
Exploring reinforcement learning approaches for drafting in collectible card games1
Online learning system for English speech automatic recognition based on hidden Markov model algorithm and conditional random field algorithm1
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