Entertainment Computing

Papers
(The TQCC of Entertainment Computing is 5. 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
Serious games for people with mental disorders: State of the art of practices to maintain engagement and accessibility19
Boosting: Rank and skill deception in esports19
Investigating Taiwan Instagram users’ behaviors for social media and social commerce development19
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
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
How to play a MOOC: Practices and simulation17
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
Gamifying online entrepreneurship education and digital entrepreneurial intentions: An empirical study16
Let CONAN tell you a story: Procedural quest generation15
PMG-Net: Persian music genre classification using deep neural networks15
Robot magic show as testbed for humanoid robot interaction15
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
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
Towards an intelligent assistive system based on augmented reality and serious games13
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms13
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
A novel UML-based methodology for modeling adventure-based educational games12
Analysis of the college underachievers’ transformation via gamified learning experience12
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
Surveilling the gamers: Privacy impacts of the video game industry10
Digital gaming among adolescents in clinical settings: Do we underestimate this issue?10
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design10
Adaptive virtual reality horror games based on Machine learning and player modeling9
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
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
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
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
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
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
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
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
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
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