Entertainment Computing

Scope & Guideline

Shaping Tomorrow's Entertainment with Cutting-Edge Research

Introduction

Welcome to your portal for understanding Entertainment Computing, featuring guidelines for its aims and scope. Our guidelines cover trending and emerging topics, identifying the forefront of research. Additionally, we track declining topics, offering insights into areas experiencing reduced scholarly attention. Key highlights include highly cited topics and recently published papers, curated within these guidelines to assist you in navigating influential academic dialogues.
LanguageEnglish
ISSN1875-9521
PublisherELSEVIER SCI LTD
Support Open AccessNo
CountryNetherlands
TypeJournal
Convergefrom 2009 to 2025
AbbreviationENTERTAIN COMPUT / Entertain. Comput.
Frequency6 issues/year
Time To First Decision-
Time To Acceptance-
Acceptance Rate-
Home Page-
Address125 London Wall, London EC2Y 5AS, ENGLAND

Aims and Scopes

The journal 'Entertainment Computing' focuses on the intersection of entertainment, technology, and education, exploring how various forms of computing can enhance entertainment experiences across diverse domains. It emphasizes innovative methodologies and interdisciplinary approaches that bridge gaming, education, and digital media.
  1. Interactive Entertainment Technologies:
    Research on the development and application of interactive technologies, including virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) in games and educational environments.
  2. Gamification and Learning:
    Exploration of gamification strategies in educational contexts, analyzing how game mechanics can enhance learning, engagement, and motivation among students.
  3. User Experience and Engagement:
    Studies focusing on user experience (UX) design principles in games and interactive media, investigating factors that influence player engagement and satisfaction.
  4. Social and Psychological Impact of Games:
    Examination of the social and psychological effects of gaming on various demographics, including mental health, social interaction, and cognitive development.
  5. Multimodal and Cross-Disciplinary Approaches:
    Integration of diverse methodologies from fields such as computer science, psychology, education, and design to create comprehensive frameworks for analyzing and improving entertainment experiences.
  6. Cultural and Ethical Considerations in Gaming:
    Research addressing cultural implications and ethical considerations surrounding gaming practices, including representation, accessibility, and the societal impact of digital entertainment.
The 'Entertainment Computing' journal is at the forefront of several emerging trends, reflecting the rapid evolution of technology and its integration into entertainment and education. This section outlines the themes that are gaining traction in recent publications.
  1. AI and Machine Learning in Gaming:
    Research on the application of AI and machine learning techniques to enhance gaming experiences, including adaptive difficulty levels, player behavior analysis, and NPC (non-player character) intelligence.
  2. Virtual and Augmented Reality Applications:
    An increase in studies focusing on the use of VR and AR technologies for immersive entertainment experiences, educational applications, and therapeutic interventions.
  3. Health and Well-being through Gaming:
    Emerging research on the benefits of gaming for mental health and well-being, including serious games designed for therapy and rehabilitation.
  4. Interactive and Immersive Learning Environments:
    Growing interest in the design of interactive learning environments that leverage gaming principles to enhance educational outcomes and student engagement.
  5. Data-Driven Game Design:
    Research utilizing big data analytics and user data to inform game design decisions, providing insights into player preferences and behavior patterns.
  6. Social and Collaborative Gaming Experiences:
    A trend towards exploring social interaction in gaming, including multiplayer experiences, community building, and the impact of gaming on social capital.

Declining or Waning

While 'Entertainment Computing' continues to evolve, certain themes have seen a decline in focus over recent years. This section highlights areas that are becoming less prominent in the journal's publications.
  1. Traditional Game Genres:
    There has been a noticeable decrease in research focused on traditional game genres, as the journal shifts towards exploring innovative gaming experiences and the integration of new technologies.
  2. Non-Interactive Media Studies:
    Research on passive forms of entertainment, such as movies and television, is waning as the journal increasingly emphasizes interactive and participatory digital experiences.
  3. Basic Game Design Principles:
    Discussions centered on fundamental game design elements are becoming less frequent, replaced by more advanced explorations of complex systems and user interactions.
  4. Single-Domain Focus Studies:
    There is a reduction in studies that concentrate solely on one domain (e.g., only gaming or only education), as interdisciplinary research gains more traction and relevance.
  5. Conventional Educational Methods:
    Research on traditional educational methods without a gamified or interactive component is declining, as the journal increasingly advocates for innovative, technology-enhanced learning strategies.

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