Entertainment Computing

Papers
(The TQCC of Entertainment Computing is 4. 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
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model27
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA27
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
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults21
Adaptive mixed reality robotic games for personalized consumer robot entertainment21
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances19
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
Research on the application value of Multimedia-Based virtual reality technology in drama education activities18
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
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
Effects of industrial design properties of game controllers on player experience17
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model17
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms16
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”16
Aligning story and gameplay through narrative goals15
An AI-powered approach to the semiotic reconstruction of narratives15
Sports game teaching and high precision sports training system based on virtual reality technology15
“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
Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis13
Streamlined approach to 2nd/3rd graders learning basic programming concepts12
The relationship between co-playing and socioemotional status among older-adult game players12
Investigating sports behaviors and market in Taiwan for sports leisure and entertainment marketing online recommendations12
Convolutional neural network and recommendation algorithm for the new model of college music education11
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
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
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
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
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
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
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
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
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
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners6
Playing violent videogames is unrelated to antisocial behavior in Mexican children6
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
The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT36
E-learning application in english writing classroom based on neural machine translation and semantic analysis algorithms6
Understanding the “social” nature of digital games6
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary6
WITHDRAWN: Sustainable practices in entertainment computing6
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
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
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