《Entertainment Computing》雜志的最新年發文量為70篇。
這表明該刊在每年都會精選并發表一定數量的高質量文章,以保持其在計算機:控制論領域的學術影響力。
該刊聚焦于計算機科學-計算機:控制論領域的前沿研究,致力于推動該領域新技術和新知識的傳播與應用。同時它積極鼓勵研究人員詳細發表其高質量的實驗研究和理論成果。
該刊的平均審稿周期約為 。
Entertainment Computing 雜志發文統計
文章名稱引用次數
- MOBA games: A literature review8
- 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 support6
- An empirical validation of consumer video game engagement: A playful-consumption experience approach6
- EEG-triggered dynamic difficulty adjustment for multiplayer games6
- The influence of graphical elements on user's attention and control on a neurofeedback-based game5
- VirtualGym: A kinect-based system for seniors exercising at home5
- Behavioural realism and the activation of aggressive concepts in violent video games4
- Deploying learning materials to game content for serious education game development: A case study4
- Depth gaze and ECG based frequency dynamics during motion sickness in stereoscopic 3D movie4
- Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review4
國家/地區發文量
- Brazil23
- England17
- USA14
- GERMANY (FED REP GER)11
- Netherlands9
- CHINA MAINLAND7
- Canada7
- Japan7
- Portugal7
- Australia5