Entertainment Computing

  in Journal   Posted on September 23, 2020

Journal Ranking & Metrics

G2R Score : 1.32
G2R H-Index : 4
JCR Impact Factor : 1.341
Scopus Citescore : 4
SCIMAGO H-index : 25
Guide2Research Overall Ranking : 697

Journal Information

ISSN : 1875-9521
Publisher :
Editors-in-Chief : R. Nakatsu, M. Rauterberg
Journal & Submission Website : https://www.journals.elsevier.com/entertainment-computing

Top Scientists who published in this Journal

Number of top scientists* : 5
Documents published by top scientists* : 6
* Based on data published during the last three years.

Aims & Scope of the Journal

Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal. Specific areas of interest include: • Computer, video, console and internet games • Cultural computing and cultural issues in entertainment • Digital new media for entertainment • Entertainment robots and robot like applications • Entertainment technology, applications, application program interfaces, and entertainment system architectures • Human factors of entertainment technology • Impact of entertainment technology on users and society • Integration of interaction and multimedia capabilities in entertainment systems • Interactive television and broadcasting • Interactive art and entertainment • Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications • Mixed, augmented and virtual reality systems for entertainment • New genres of entertainment technology • Serious Games used in education, training, and research • Simulation/gaming methodologies used in education, training, and research • Social media for entertainment In the area of empirical and experimental studies…

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