Aims & Scope
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.
View Aims & ScopeMetrics & Ranking
Impact Factor
Year | Value |
---|---|
2025 | 2.4 |
Journal Rank
Year | Value |
---|---|
2024 | 8380 |
Journal Citation Indicator
Year | Value |
---|---|
2024 | 788 |
SJR (SCImago Journal Rank)
Year | Value |
---|---|
2024 | 0.681 |
Quartile
Year | Value |
---|---|
2024 | Q2 |
h-index
Year | Value |
---|---|
2024 | 43 |
Impact Factor Trend
Abstracting & Indexing
Journal is indexed in leading academic databases, ensuring global visibility and accessibility of our peer-reviewed research.
Subjects & Keywords
Journal’s research areas, covering key disciplines and specialized sub-topics in Computer Science, designed to support cutting-edge academic discovery.
Most Cited Articles
The Most Cited Articles section features the journal's most impactful research, based on citation counts. These articles have been referenced frequently by other researchers, indicating their significant contribution to their respective fields.
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The role of psychology in understanding the impact of computer games
Citation: 278
Authors: Elizabeth, Thomas M., Thomas
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Empirical studies on the Maker Movement, a promising approach to learning: A literature review
Citation: 230
Authors: Sofia, Michail N., Letizia
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BrainHex: A neurobiological gamer typology survey
Citation: 220
Authors: Lennart E., Chris, Regan L.
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Turning shortcomings into challenges: Brain–computer interfaces for games
Citation: 191
Authors: Anton, Danny Plass-Oude, Boris
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Serious games continuum: Between games for purpose and experiential environments for purpose
Citation: 145
Authors: Tim
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Exergaming and rehabilitation: A methodology for the design of effective and safe therapeutic exergames
Citation: 116
Authors: Michele, Elif, Renato, Pier Luca, N.
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Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect
Citation: 111
Authors: Tian, Lee
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Flow framework for analyzing the quality of educational games
Citation: 99
Authors: Kristian, Timo, Sara, Sylvester