Entertainment Computing

Entertainment Computing

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  • 3区 中科院分区
  • Q2 JCR分区

高引用文章

文章名称 引用次数
MOBA games: A literature review 8
Are online role-playing games more social than multiplayer first-person shooters? Investigating how online gamers' motivations and playing habits are related to social capital acquisition and social support 6
An empirical validation of consumer video game engagement: A playful-consumption experience approach 6
EEG-triggered dynamic difficulty adjustment for multiplayer games 6
The influence of graphical elements on user's attention and control on a neurofeedback-based game 5
VirtualGym: A kinect-based system for seniors exercising at home 5
Behavioural realism and the activation of aggressive concepts in violent video games 4
Deploying learning materials to game content for serious education game development: A case study 4
Depth gaze and ECG based frequency dynamics during motion sickness in stereoscopic 3D movie 4
Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review 4
Proteingo: Motivation, user experience, and learning of molecular interactions in biological complexes 4
A VR-based the emergency rescue training system of railway accident 4
An analysis of players' personality type and preferences for game elements and mechanics 4
Adapting UX to the design of healthcare games and applications 3
Validity of the Kinect and Myo armband in a serious game for assessing upper limb movement 3
A Mixed Reality neighborhood tour: Understanding visitor experience and perceptions 3
Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games 3
Relating conversational topics and toxic behavior effects in a MOBA game 3
Use of virtual reality technologies as an Action-Cue Exposure Therapy for truck drivers suffering from Post-Traumatic Stress Disorder 2
Specification and evaluation of an assessment engine for educational games: Empowering educators with an assessment editor and a learning analytics dashboard 2
Way-finding on-board training for maritime vessels 2
Deconstructing who you play: Character choice in online gaming 2
Can visual familiarity influence attitudes towards brands? An exploratory study of advergame design and cross-cultural consumer behaviour 2
Comparison of various active video gameplays and consoles on the energy expenditure and cardiorespiratory responses in young male adult gamers 2
Understanding media multiplicities 2
Reinforcement learning with optimized reward function for stealth applications 2
Analyzing player networks in Destiny 2
Setting the digital stage: Defining game streaming as an entertainment experience 2
Impact of different immersive techniques on the perceived sense of presence measured via subjective scales 2
Player behavior and personality modeling for interactive storytelling in games 2
Game accessibility guidelines for people with sequelae from macular chorioretinitis 2
Modeling and adjusting in-game difficulty based on facial expression analysis 1
Smart substitutional reality: Integrating the smart home into virtual reality 1
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare 1
PaCMAn: A 'principled' framework, arising from a systematic review of the literature, to underpin design and deployment of video games for motor skill acquisition 1
A serious game to practice stretches and exercises for a correct and healthy posture 1
Understanding the role of culture and cultural attributes in digital game localization 1
Localized constraint based deformation framework for triangle meshes 1
Player experience and deceptive expectations of difficulty adaptation in digital games 1
Rapid game jams with fluidic games: A user study & design methodology 1
First Time User Experiences in mobile games: An evaluation of usability 1
Understanding game sessions through provenance 1
The Revised Game Engagement Model: Capturing the subjective gameplay experience 1
Digital Seasons: How time of the year may shift video game play habits 1
Specification and evaluation of an assessment engine for educational games: Integrating learning analytics and providing an assessment authoring tool 1
Videogame-based tool for learning in the motor, cognitive and socio-emotional domains for children with Intellectual Disability 1
Predicting learning effects of computer games using the Gamified Knowledge Encoding Model 1
An affective serious game for collaboration between humans and robots 1
A personality-based emotional model for embodied conversational agents: Effects on perceived social presence and game experience of users 1
Exploring video games that invoke curiosity 1