Entertainment Computing

Papers
(The TQCC of Entertainment Computing is 3. 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 2021-02-01 to 2025-02-01.)
ArticleCitations
Rethinking dynamic difficulty adjustment for video game design65
The impossibility of a perfect tournament40
Intelligent e-learning system in the development of preschool music education based on digital audio technology37
Video games become more mainstream36
The relationship between esports game genres and cognitive performance: A comparison between first-person shooter vs. multiplayer online battle arena games in younger adults34
Participatory Minecraft mapping: Fostering students participation in disaster awareness33
Design requirements for educational serious games with focus on player enjoyment30
Acceleration model of online educational games based on improved ensemble ML algorithm25
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms24
Design of a serious games to improve resilience skills in youngsters23
Two perspectives on gaming social capital among Korean adolescents’ gamers22
Influence of visual background complexity and task difficulty on action video game players’ performance19
A design strategy for Geo AR mobile game sustainable success emphasizing game completeness19
Cross-regional analysis of RRM design and implementation in mobile games by developers in China, the EU, Japan, and the USA18
Research and application of SUP educational game framework based on mobile interaction in learning process18
Impacts of Game-based psychotherapy intervention to elderly with memory disorder18
Theories, methodologies, and effects of affect-adaptive games: A systematic review18
Evolution of global music trends: An exploratory and predictive approach based on Spotify data17
Group behavior recognition algorithm for basketball video based on hidden tag mining strategy under gamification teaching and learning16
Predicting stress levels for smartphone users using transfer learning induced residual net16
Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project16
A qualitative exploration of the positive and negative experiences of individuals who play fantasy football16
Constructing a game engine: A proposed game engine architecture course for undergraduate students15
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design15
Instruction pictograms for experience-based displays and their use cases15
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior15
Understanding the “social” nature of digital games14
Smartphone spectatorship in unenclosed environments: The physiological impacts of visual and sonic distraction during movie watching on mobile devices13
Software architecture for digital game mechanics: A systematic literature review13
The impact of video games on Students’ educational outcomes13
Simulation of e-learning in vocal network teaching experience system based on intelligent Internet of things technology13
Online offensive behaviour in socialmedia: Detection approaches, comprehensive review and future directions13
A cutting-edge artificial intelligence paradigm for entertainment-infused music recommendations12
Serious games to improve social and emotional intelligence in children with autism12
Can we predict the Oscar winner? A machine learning approach with social network services12
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to12
A study on the design of a deep learning model for classroom based on user participation and game chemistry processes11
An Optimized Recurrent Neural Network for re-modernize food dining bowls and estimating food capacity from images11
Personalized recommendation of entertainment robots in fine arts education based on human–computer interaction and data mining10
Design and Implementation of a Physical Education Teaching and Training Mode Management System10
Deep learning based next word prediction aided assistive gaming technology for people with limited vocabulary9
An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle9
E-learning application in immersive music entertainment teaching system based on genetic network algorithm9
How environmental perception affects players’ in-game behaviors? Towards developing games in compliance with sustainable development goals9
Application of entertainment virtual technology based on network information resources in piano teaching8
Simulation of interactive E-learning mode based on association rule mining in computer English reading assistance system8
Music teaching software development based on neural network algorithm and user analysis8
Course genres classification of music e-learning platform based on deep learning big data intelligent processing algorithm8
Physical and/or cognitive warm-up effects on first-person shooter video-games performances8
Analysis of the user acceptance of exergaming (fall- preventive measure) – Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model7
Can we engage players with extended reality in gaming applications? A Stimulus-Organism-Response framework7
Serious video games and psychological support: A depression intervention among young cancer patients7
Improving migration forecasting for transitory foreign tourists using an Ensemble DNN-LSTM model7
Looking for archetypes: Applying game data mining to hearthstone decks7
Auto-encoder neural network based prediction of Texas poker opponent's behavior7
Cost-Effective digital twin Design for entertainment Enterprise’s through Machine learning7
Empowering vulnerable target groups with serious games and gamification7
Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA6
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students6
Emotional competences and the interaction with digital games in childhood: Scoping review6
Internet of Things for gaming: A review6
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education6
Research on entertainment robots based on artificial intelligence interaction for human posture recognition and sports activity monitoring6
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process6
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system6
Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play6
Interactive experience of cross-cultural Japanese communication e-learning intelligent system based on computer information security6
Research on the effectiveness of interactive e-learning mode based on artificial intelligence in English learning6
Building imagination in 3D: The design by children with architecture and 3D printing6
Immersive VR experience based on virtual robots in decorative material environment design simulation5
A concise review of intelligent game agent5
Virtual entertainment robot based on artificial intelligence image capture system for sports and fitness posture recognition5
Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors5
Intelligent entertainment robots based on path navigation planning in tourism intelligent services and user entertainment experience analysis5
How do fandom types differ? A taxonomy of K-pop fandom with network embedding5
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement5
The application of artificial intelligence technology in the tactical training of football players5
The effect of in-game moral choices and NPCs’ identities on players’ intergroup attitudes5
Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations5
Modernizing sports an intelligent strategy for entertainment through internet of things in sports5
How does live streaming impact media content consumption? The effect of game live streaming on game players5
Adaptive mixed reality robotic games for personalized consumer robot entertainment5
Aligning story and gameplay through narrative goals4
Opening the world of contextually-specific player experiences4
Improved BTM topic embedding method for Web text data extraction4
Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application4
The power bases in multiplayer video games4
Book review4
Indian dance classification using machine learning techniques: A survey4
Game aids application combined with listening music therapy in the teaching of exceptional child4
“A bunch of big idiots smack into each other” – A mixed-method investigation of learning rugby through video gaming compared to traditional instruction4
Interactive Rakuchu Rakugai-zu (views in and around Kyoto)4
Action capture and VR interactive system for online experimental teaching4
Listen by Looking: A framework to support the development of serious games for live music4
Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students4
Coping with COVID-19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena4
Guest Editorial: Special issue on ‘Artificial Intelligence and Entertainment Science: Empathic Entertainment Technology’4
Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players4
Guest Editorial: SBGames 20184
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm4
How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games4
A new approach to compute deficiency number of Mahjong configurations4
Music-driven generative dance movement teaching game based on a multi-feature fusion strategy4
A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices’ identification by smartphones4
Sports game teaching and high precision sports training system based on virtual reality technology4
Optimization of gamified Learning Education Model based on XR + 5G technology4
What makes an ideal team? Analysis of Popular Multiplayer Online Battle Arena (MOBA) games3
Characterizing player responses to surprising events in 2D platform games3
Simulation of E-learning video recommendation based on virtual reality environment on English teaching platform3
Who Makes Popular Content? Information Cues from Content Creators for Users’ game Choice: Focusing on User-Created Content Platform “Roblox”3
Simulation of e-learning visualization technology based on image enhancement in the communication mode of public performance art videos3
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment3
Intelligent e-learning design for art courses based on adaptive learning algorithms and artificial intelligence3
From traditional gaming to mobile gaming: Video game players' switching behaviour3
Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model3
A comparative analysis of tools for developing location based games3
Analysis of the college underachievers’ transformation via gamified learning experience3
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions3
Design of an English vocabulary e-learning recommendation system based on word bag model and recurrent neural network algorithm3
Procedural generation of branching quests for games3
Cultivation model of football training group cohesion from the perspective of group psychology3
The key elements of gamification in corporate training – The Delphi method3
Construction of personalized recommendation model for educational video game resources based on knowledge graph3
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach3
Effects of industrial design properties of game controllers on player experience3
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect3
Design and research of educational mode in context of teaching gamification3
Research on the application value of Multimedia-Based virtual reality technology in drama education activities3
Systematic literature review on health effects of playing Pokémon Go3
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