Entertainment Computing

Papers
(The TQCC of Entertainment Computing is 7. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
Acceleration model of online educational games based on improved ensemble ML algorithm52
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system40
A concise review of intelligent game agent35
Participatory Minecraft mapping: Fostering students participation in disaster awareness34
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA30
Schumann’s Papillons reimagined through emotion-driven LSTM composition: A pilot study28
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices28
Searching for traces of Kama Muta: Examining viewers’ responses to online videos26
Paykan: Virtual reality gaming as a therapeutic tool for target panic disorder26
Instruction pictograms for experience-based displays and their use cases26
The confidence Factor: Self-Efficacy’s impact on K-pop Fans’ engagement and identity on social media25
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students24
DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition24
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model24
Adaptive mixed reality robotic games for personalized consumer robot entertainment21
EquiliBubble: An adaptive serious game for assistance in static balance rehabilitation21
Building imagination in 3D: The design by children with architecture and 3D printing20
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA19
Notion meta-learner: A technique for few-shot learning in music genre recognition19
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals19
Construction of teaching game evaluation model based on ISSA-BPNN18
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults18
Effects of industrial design properties of game controllers on player experience18
The unseen blade is the deadliest: exploring the game-specific visual attention control advantage of top league of legends players18
Explainable e-sports win prediction through Machine Learning classification in streaming18
Prevalence of Instagram addiction among Iranians: A countrywide online survey18
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model17
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games17
Sports game teaching and high precision sports training system based on virtual reality technology17
Optimization of gamified Learning Education Model based on XR + 5G technology17
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances17
Aligning story and gameplay through narrative goals16
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision16
Predicting post-VR game experiences with wearable physiological sensors16
An AI-powered approach to the semiotic reconstruction of narratives15
Research on the application value of Multimedia-Based virtual reality technology in drama education activities15
Portrait of the City: Case Study on Bridging Place Identity and Emotional Engagement via Interactive Art Installations15
In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game15
Streamlined approach to 2nd/3rd graders learning basic programming concepts15
Exploring game-based psychological empowerment and its motivational and wellbeing effects15
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”15
Design and development of a gamified cognitive training program targeting executive functions for older adults15
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms15
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones15
Brain-computer interface controlled robotic choreography based on motor imagery EEG15
Writing instruments in a calligraphy experience system conveying the relationship between kanji and nature15
Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study14
Learning transferable collaborative behaviors for multiple agents in the game environment14
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms14
Bridging psychological distance in Vlog News: How content characteristics influence user stickiness through emotional attachment and Uses and Gratifications14
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study14
The application of effective tracking model in the design of student knowledge education games14
Social entertainment robot based on neural network algorithm in personalized music course simulation13
A user-centered design approach for crafting personalized guided meditation13
Dynamic and personalized video summarization towards sports entertainment13
IVAL: Immersive Virtual Anatomy Laboratory for enhancing medical education based on virtual reality and serious games, design, implementation, and evaluation13
Modeling the user experience in virtual and real world transition by understanding the user goal value13
Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment13
Optimization study of badminton sports training system based on MoileNet OpenPose lightweight human posture estimation model13
Convolutional neural network and recommendation algorithm for the new model of college music education13
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis13
Classifiers’ competency in identifying digital innovation skills for teachers of Bisha Province, Saudi Arabia12
Research on VR e-learning based on load balancing algorithm in intelligent music education system12
When the audience joins the game: Live streaming’s influence on league of legends gameplay12
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos12
Equivalence of key postures in Chinese dance movements in aesthetic preference cognition: A cross-subject method using EEG12
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction12
“Pro Gamers” & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming12
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers12
A controlled study on VR game interventions for ADHD: Neurocognitive outcomes and simulator sickness assessment12
Trans* and gender diverse players: Avatars and gender-alignment11
Supporting sustainable development goals through a gamified mHealth application for people with albinism in Africa11
Deep multimodal fusion for video game age rating classification11
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots11
Identifying fighting, balanced, and territorial go player styles with deep learning11
User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design11
Diabetes prediction using Hybrid Bagging Classifier11
Research on deep learning video game simulation algorithm based on western wind music11
A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum11
“Go-tcha!”: The social component of mental health during the Covid-19 pandemic and the benefits of playing Pokemon Go11
Structures of interaction for creating dramatic agency in epistemic narratives: Return of the Obra Dinn and Telling Lies as design exemplars11
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration11
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching11
Relationship between long-term recreational video gaming and visual processing11
Research on E-learning interactive English vocabulary recommendation education system based on naive Bayes algorithm11
Construction of large scale English teaching corpus and e-learning system based on Apache Hadoop algorithm10
The construction of online game teaching intelligence platform based on DQN algorithm10
Improving group navigation for VR-based entertainment applications10
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners10
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT310
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms10
Simulation of E-learning in English personalized learning recommendation system based on Markov chain algorithm and adaptive learning algorithm10
Research on the design and application of 3D scene animation game entertainment system based on user motion sensing participation10
Gaming disorder and its association with depression, social anxiety, and risk perception during the COVID-19 pandemic: A study using a Gaussian graphical model and moderated network models10
Solving nonograms using neural networks10
WITHDRAWN: Sustainable practices in entertainment computing10
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis10
What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games10
Eight types of video game experience10
Application of entertainment and fitness robots based on game interaction in sports training data analysis10
Virtual ecological landscape design of theme parks based on entertainment robots and VR devices10
Fusion of robotics and deep learning for gamified rural landscape design: toward intelligent interaction10
Office Madness: Investigating the impact of a game using a real life job and programming scenario on player experience and perceived short-term learning10
Collocated interactive outdoor games for children: A systematic literature review10
Emergence of Player Tactics by expert-guided Machine Learning: An industry tower defence case study10
Biomedical signals acquisition methodology for emotion classification in virtual reality game environment10
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms10
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks10
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process9
Modernizing sports an intelligent strategy for entertainment through internet of things in sports9
Lock the look: Recommending trendy looks for fashion products using natural language processing9
The impossibility of a perfect tournament9
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education9
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm9
Gamification and personality: Exploring the impact on consumer engagement and purchase intention9
EnTube: Exploring key video features for advancing YouTube engagement9
Elements of tourist demand for tourism-related performing arts based on online reviews and the Kano model9
Emotional competences and the interaction with digital games in childhood: Scoping review9
Personalizing empathy training with immersive virtual reality games: Development and user experience study9
Immersive VR experience based on virtual robots in decorative material environment design simulation9
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos9
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application9
MCGA: An effective method for enhancing multi-agent coordination to boost performance in the real-time strategy game9
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary9
Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions9
Physical and/or cognitive warm-up effects on first-person shooter video-games performances9
Evolution of global music trends: An exploratory and predictive approach based on Spotify data9
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt9
Designing health: the evolution of medical narratives in video games9
How do fandom types differ? A taxonomy of K-pop fandom with network embedding9
Applying motivational techniques for user adherence to adopt a healthy lifestyle in a gamified application8
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction8
Unveiling gender bias in LLM-generated hero and heroine narratives8
Action capture and VR interactive system for online experimental teaching8
Bring game characters to the social space: Developing storytelling community AI agents driven by LLMs8
Analyzing product design system application children’s toys based on sustainable materials and processes8
Using provenance and replay for qualitative analysis of gameplay sessions8
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis8
Deep analysis on the color language in film and television animation works via semantic segmentation technique8
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software8
Revenue effects of Denuvo digital rights management on PC video games8
Fostering human–AI collaboration in robotic dance creation through large language models8
A new approach to compute deficiency number of Mahjong configurations8
The enduring appeal of Mahjong: Navigating the challenges of AI integration8
Entertainment analysis in gaming model for business management with decision making and Machine learning model8
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue8
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games8
How do different game genres impact adolescent players’ problematic game use?8
Research on heterogeneous multi-agent immersive formation entertainment system based on MAPPO and intelligent interaction8
Social robot assisted music course based on speech sensing and deep learning algorithms8
The impact of video game use of dark patterns and random reward mechanisms on the youth: A systematic literature review8
More than just a game: Understanding how internet games are used in times of stress8
BI in simulation analysis with gaming for decision making and development of knowledge management8
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students7
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm7
Assessing the mental state of attention using a neurofeedback system and serious game tool7
Production and dissemination path of new media film and television content based on 5G technology7
Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo7
Using provenance data and imitation learning to train human-like bots7
Avatar identification in online games: the moderating role of presence7
Application of e-learning and artificial intelligence interactive entertainment in character analysis of literary works7
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 arithmetic7
Deep learning approaches to the game of Connect67
A mixed-initiative design framework for procedural content generation using reinforcement learning7
Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios7
Deep reinforcement learning algorithm based on multi-agent parallelism and its application in game environment7
Integrating artificial intelligence and gamification in rehabilitation: A scoping review7
Playing to learn: Game-based approach to financial literacy for generation Z7
Innovative activities of Activision Blizzard: A patent network analysis7
Specification of users’ cognitive functions and emotions to promote their training through Serious games7
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions7
Harnessing generative grammars and genetic algorithms for immersive 2D maps7
Entertainment robots based on smartphone terminals for mobile network music E-learning mode7
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information7
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition7
Supporting teachers, engaging students: A collaborative model for K-12 computing education7
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey7
The effects of CS-unplugged activities integrated into traditional street games on block-based coding performance of students7
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching7
Refining esports: A quantitative cartography of esports literature7
Real time feedback and E-learning intelligent entertainment experience in computer English communication based on deep learning7
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