Start · Paper List (Normalized: Citations/Year) · Papers/Citations per Year (Plot) · Names in Top-h5 · Person Citations per Year · Top-h5 Papers per Person
Pos Paper Citations Year
1 The potential of 360 virtual reality videos and real VR for education—a literature review 303 2021
2 Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review 238 2022
3 Designing VR experiences–expectations for teaching and learning in VR 201 2021
4 Motivational active learning: engaging university students in computer science education 157 2014
5 Virtual reality in computer science education: A systematic review 152 2020
6 An educational physics laboratory in mobile versus room scale virtual reality-a comparative study 92 2017
7 The potential of augmented reality for digital twins: A literature review 83 2022
8 Video games and their correlation to empathy: How to teach and experience empathic emotion 78 2019
9 Immersive virtual reality for virtual and digital twins: A literature review to identify state of the art and perspectives 71 2022
10 Tokenfication-The potential of non-fungible tokens (NFT) for game development 67 2021
11 A practical experience on the use of gamification in MOOC courses as a strategy to increase motivation 63 2016
12 Maroon VR: A room-scale physics laboratory experience 63 2017
13 Educational gamified science simulations 61 2014
14 The Potential of Virtual Reality for Computer Science Education - Engaging Students through Immersive Visualizations 52 2021
15 The value of game prototyping projects for students and industry 52 2016
16 The influence of In-VR questionnaire design on the user experience 49 2021
17 Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM 49 2016
18 Gesture-based interactions in video games with the leap motion controller 45 2017
19 Two decades of game jams 45 2021
20 Maroonvr—an interactive and immersive virtual reality physics laboratory 44 2019
21 Video games, technology, and sport: The future is interactive, immersive, and adaptive 41 2023
22 scool–game-based learning in computer science class: A case study in secondary education 37 2019
23 # StayHome Playing LoL-Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 Lockdowns 35 2021
24 Analyzing player networks in Destiny 34 2018
25 Beyond the horizon: Integrating immersive learning environments in the everyday classroom 34 2021
26 Games and the Metaverse 33 2022
27 Design and evaluation of a learner-centric immersive virtual learning environment for physics education 32 2013
28 Evaluating experiences in different virtual reality setups 32 2016
29 Inside the group: Investigating social structures in player groups and their influence on activity 32 2018
30 Enhancing online and mobile experimentations using gamification strategies 31 2015
31 Immersive learning in real VR 31 2020
32 Beyond Gaming: The Potential of Twitch for Online Learning and Teaching 29 2021
33 Understanding physical concepts using an immersive virtual learning environment 28 2012
34 MythHunter: gamification in an educational location-based scavenger hunt 27 2017
35 Group forming processes-experiences and best practice from different game jams 26 2015
36 Room scale virtual reality physics education: Use cases for the classroom 26 2020
37 Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny 25 2016
38 Interdisciplinary and international game projects for creative learning 24 2016
39 Comparing the structures and characteristics of different game social networks-the steam case 22 2021
40 Improving physics education through different immersive and engaging laboratory setups 22 2017
41 Location-based Mobile Application Creator creating educational mobile scavenger hunts 21 2014
42 The potential of virtual reality for aerospace applications 21 2022
43 When a Pandemic Enters the Game: The Initial and Prolonged Impact of the COVID-19 Pandemic on Live-Stream Broadcasters on Twitch 21 2022
44 GameStory Task at MediaEval 2018 20 2018
45 The influence of realism on the sense of presence in virtual reality: Neurophysiological insights using EEG 20 2024
46 Do influencers influence?–analyzing players’ activity in an online multiplayer game 19 2020
47 Implementation and evaluation of a collaborative learning, training and networking environment for start-up entrepreneurs in virtual 3D worlds 18 2011
48 Motivational active learning in blended and virtual learning scenarios: engaging students in digital learning 18 2018
49 Social aspects of the game development process in the Global Gam Jam 18 2018
50 Levels of immersive teaching and learning: Influences of challenges in the everyday classroom 17 2023
51 How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2 15 2016
52 Virtual reality and education–the steam panorama 15 2022
53 Work-in-progress—conceptual framework for user interface in virtual reality 14 2020
54 Expectations of the generation NeXt in higher education: Learning engagement approaches in information sciences subjects 13 2015
55 Immersive and engaging forms of virtual learning 13 2017
56 Project Beyond: An Escape Room Game in Virtual Reality to Teach Building Energy Simulations 13 2024
57 The Virtual TEAL World-An Interactive and Collaborative Virtual World Environment for Physics Education 13 2013
58 Toxicity in twitch live stream chats: Towards understanding the impact of gender, size of community and game genre 13 2023
59 VRChances: An immersive virtual reality experience to support teenagers in their career decisions 13 2024
60 Games for bci skill learning 12 2017
61 The panorama of steam multiplayer games (2018-2020): A player reviews analysis 12 2022
62 XR technologies to enhance the emotional skills of people with autism spectrum disorder: A systematic review 12 2024
63 Social network analysis of the global game jam network 11 2017
64 Virtual reality applications for the treatment of anxiety and mental disorders 11 2021
65 Virtual reality in small and medium-sized enterprises: A systematic literature review 11 2022
66 Femquest-an interactive multiplayer game to engage girls in programming 10 2024
67 sCool-Game based learning in STEM education: A case study in secondary education 10 2018
68 STEM learning experiences in VR–challenges and recommendations from the learners’ and teachers’ perspective 10 2021
69 A Computer-Supported Collaborative Learning Environment for Computer Science Education 9 2024
70 Advancing physics learning through traversing a multi-modal experimentation space 9 2015
71 Beyond the individual: Understanding social structures of an online player matchmaking website 9 2019
72 GameDevDojo-An educational game for teaching game development concepts 9 2024
73 Individual versus collaborative learning in a virtual world 9 2016
74 Interactive Science Fiction Prototyping in Virtual Worlds: Fundamentals and Applications 9 2014
75 Jamming across borders: An exploratory study 9 2020
76 Rafet Sifa, and Anders Drachen. 2019 9 2019
77 sCool-a mobile flexible learning environment 9 2018
78 Virtual reality STEM education from a teacher’s perspective 9 2019
79 Application Domains for a Location-based Mobile Application Creator 8 2015
80 3d progressive education environment for s-bpm 7 2014
81 A qualitative investigation to design empathetic agents as conversation partners for people with autism spectrum disorder 7 2024
82 Evaluating large language models through communication games: An agent-based framework using werewolf in unity 7 2025
83 Immersive Learning Research Network 7 2019
84 The influence of visual representation factors on bio signals and its relation to Presence in Virtual Reality Environments 7 2022
85 Virtual reality STEM education from a teacher’s perspective. In iLRN 2019 London 7 2019
86 An asymmetric multiplayer learning environment for room-scale virtual reality and a handheld device 6 2023
87 Ptd: Player type design to foster engaging and playful learning experiences 6 2017
88 Using persuasive system design principles to evaluate two next generation digital learning environments 6 2016
89 Virtual worlds for 3d visualizations 6 2015
90 Application Scenarios of Interactive Science Fiction Prototyping in Virtual Worlds for Education 5 2014
91 Game-Based Motivation: Enhancing Learning with Achievements in a Customizable Virtual Reality Environment 5 2024
92 Optical Character Recognition of Old Fonts–A Case Study 5 2016
93 Social interactions in game jams: a jammer recommender tool 5 2019
94 SteamVis: A tool for collecting and analyzing data of the game distribution platform Steam 5 2023
95 A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces 4 2024
96 An interactive chess-puzzle-simulation for computer science education 4 2022
97 ‘Tiny Biome Tales’: A gamified review about the influence of lifestyle choices on the human microbiome 4 2024
98 Digital communication tools in private and professional environments 4 2022
99 Exploratory and collaborative learning experience in immersive environments: implementation and findings from an archaeological domain 4 2016
100 On the Influence of Reviews on Play Activity on Steam-A Statistical Approach 4 2023
101 Preface to the Special Issue on Immersive Environments: Challenges, Research and New Developments 4 2016
102 The quirks of being a wallflower: Towards defining lurkers and loners in games through a systematic literature review 4 2021
103 Analysis of Empathic Experiences in Video Games with Microblogging 3 2023
104 Collaborative programming exercises in virtual worlds 3 2014
105 Enhanced assessment approaches in immersive environments: meeting competency-oriented requirements in the classroom 3 2018
106 Exploratory and social learning in 3D virtual worlds 3 2015
107 Game jam organisation 3 2022
108 Iterative evaluation of a virtual three-dimensional environment for start-up entrepreneurship in different application scenarios 3 2012
109 Pattern-oriented approaches for design-based research in collaborative research projects: a knowledge maturing perspective 3 2016
110 Science fiction prototyping: flexible settings in immersive environments 3 2013
111 Social network analysis in games user research 3 2018
112 Testing of human reactions during braking manoeuvres combining a physical test bed with virtual reality 3 2022
113 The Application of Procedurally Generated Libraries in Immersive Virtual Reality 3 2024
114 AI Agents: Design and Evaluation of Gamified Conversational Agents 2 2025
115 Analyzing Player Networks in Destiny. Entertainment Computing 25 (March 2018), 71–83 2 2020
116 Analyzing player networks in Destiny. Entertainment Computing 25, September 2016 (2018), 71–83 2 2020
117 A NO VEL CONCEPT FOR VIRTUAL REALITY ENHANCED BUILDING ENERGY MODELLING 2 2022
118 Country as a proxy for culture? An exploratory study of players in an Online Multiplayer Game 2 2024
119 Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player Experience 2 2025
120 Future directions for visualisation 2 2014
121 ILRN 2018 Montana 2 2018
122 Immersive Education 2 2015
123 Interdisciplinary communication training in a learning factory environment to enforce the digital transformation in producing SMEs 2 2023
124 Motivational Active Learning: Engaging University Students in Computer Science Education (ITiCSE'14) 2 2014
125 Motivational active learning for computer science education 2 2014
126 Open Source for Video Games – A Shortlist of Game Engines 2 2020
127 Politics in Games--An Overview and Classification 2 2024
128 Steiner Christina M., Gutl Christian, Albert Dietrich, Dengel Andreas. Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space 2 2015
129 Tokenfication-The Potential of Non-Fungible Tokens (NFT) for Game Development. Association for Computing Machinery, New York, NY, USA, 152–157 2 2022
130 VRTeaching: a tool for virtual reality remote lectures 2 2025
131 Work-In-Progress—Exploring the Feasibility of Using Hand Tracking in VR Application for Memory Training Exercises 2 2022
132 Advancing Game Design with eye-tracking and think-aloud studies 1 2015
133 An Immersive Laboratory Environment for a Customized Learning Experience 1 2023
134 A Time-and Space-Efficient Adaptation of the Space Foundation System for Digital Games 1 2025
135 BEYOND building physics-pilot testing of a novel virtual reality-learning environment 1 2024
136 Game jam resources 1 2022
137 Immersive Learning Research Network: Third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings 1 2017
138 Learning in Collaborative and Motivational Virtual Environments 1 2015
139 Social Presence in Virtual Reality: A Comparative Study of AI NPCs and Human Instructors 1 2025
140 The influence of isolation on learning in an immersive laboratory environment 1 2023
141 The Potential of 360-Degree Virtual Reality Videos and Real VR for Education-A Literature 1 2022
142 Virtual Climate Activation: A Framework Approach to Sustainable Food Consumption in Games 1 2024
143 VR4UrbanDev: An Immersive Virtual Reality Experience for Energy Data Visualization 1 2024
144 An Adaptive Virtual Lab Environment for Educator-Driven Web Integration 0 2025
145 Assist Me!—A Smartwatch Mobile Application for Early and Middle-Stage Alzheimer’s Care 0 2025
146 Cash Action: An Educational Multiplayer Game for Teaching Financial Concepts 0 2025
147 CECILIA: A Toolkit for Visual Game Content Exploration and Modification 0 2025
148 DriveQuest—Enhancing In-Car Navigation through the Use of Gamification and Augmented Reality 0 2025
149 Dynamic Difficulty Adjustment in Serious Games: A Literature Review 0 2026
150 Empathy Microblog An Online Tool for Training and Experiencing Empathy 0 2023
151 Evaluating the Generative Space of Procedural Narrative Generators 0 2024
152 EWA—A Web-Based Awareness Creation Tool for Change Impact on Water Supply 0 2024
153 Exploring the Application of Virtual Reality in Mechanical Engineering Education 0 2025
154 Exploring the Potential of an AI-Based Twitch Moderation and Toxicity Detection Bot 0 2025
155 Gamification of Hydraulic Modeling to Create Awareness for the Effects of Climate Change and Urbanization on Water Supply 0 2023
156 Integrating the EWA Tool into Teaching and Raising Awareness of Water Supply Challenges 0 2025
157 Interaction Design for Exploring Complex Urban Data With Digital Twins in Virtual Reality 0 2025
158 Investigating Trading Mechanisms as a Driver for User Experience in Racing Games 0 2024
159 Large language model evaluating theory of mind tasks in a gamified environment 0 2025
160 Large language models for autism: evaluating theory of mind tasks in a gamified environment 0 2025
161 Merging Neural Networks with Traditional Evaluations in Crazyhouse 0 2023
162 Reasoning Capabilities of Large Language Models in Games 0 2025
163 Seamlessly Integrating Forces into the Environment: A Flying Augmented Drone Ball for Superhuman Sport 0 2025
164 Shaping the Future of Games in Society: Insights from a Dagstuhl Perspectives Workshop 0 2025
165 Stay and Play-Modeling Social Influence of Players in the Steam Gaming Community 0 2025
166 Targeting Muscular Dystrophy with Serious Games for Exercise Rehabilitation Based on Mixed Reality 0 2025
167 The Elusive “Gaming Culture”: Assessing Cluster Stability of Players' Experience from 26 Countries 0 2025
168 The Future of Games in Society (Dagstuhl Perspectives Workshop 25102) 0 2025
169 Training compact language models for artificial emotional intelligence: from bluffing to trust in a social deduction game 0 2025
170 Transformationen in der Lehre-Virtual Reality Laboraufgabe in der Technischen Chemie 0 2023
171 Tutorial Generation For Virtual Reality from Example Playtroughs 0 2024
172 UnityAccessibilityToolkit (UA11Y): Developer Tool and Roadmap to Make Games More Accessible for People with Vision Impairments 0 2024
173 Using Vertical Dynamics Actuators in the Car as Haptic Feedback for Entertainment Applications 0 2025
174 VRTeaching: Mental and Psychophysiological Effects in Virtual Reality Remote Lectures 0 2025
Imprint