| Discipline name | Position | Best Scientists | Publications | D-Index |
|---|---|---|---|---|
| Computer Science | 616 | 22 | 24 | 9 |
Entertainment Computing aims to foster the development of research in Human–computer interaction, Multimedia, Video game, Game design and Game mechanics. While the journal focused on Human–computer interaction, it was also able to explore topics like Context (language use) and Gesture. It focuses on Multimedia but the discussions also offer insight into other areas such as Entertainment, Storytelling and Set (psychology).
Video game and Cognitive psychology are closely related fields of research discussed in Entertainment Computing. Game design studies presented in it focus on topics such as Game design document, Game Developer and Game art design. Game testing is a focus of the presented Game design document works and it dives deep in Game testing.
Most of the Game Developer studies addressed also intersect with Video game development.
The published articles mostly deal with topics like Multimedia, Human–computer interaction, Game design, Game mechanics and Video game. The journal papers explore topics in Multimedia which can be helpful for research in disciplines like Rehabilitation, Cognitive psychology, Virtual reality and Internet privacy. While the journal papers focused on Human–computer interaction, they were also able to explore topics like Field (computer science), Data collection, Gesture and User interface.
The topics of Human–computer interaction, Augmented reality, Applied psychology, Entertainment and Consumption (economics) are the focal point of discussions in Entertainment Computing. Entertainment Computing addresses concerns in Human–computer interaction which are intertwined with other disciplines, such as Cognitive test and Fuzzy logic. Augmented reality research featured in the journal incorporates concerns from various other topics such as Test (assessment), Research question, Use case, Virtual reality and Representation (arts).
While Applied psychology is the focus of Entertainment Computing, it also provided insights into the studies of Affect (psychology) and Sleep (system call). Topics in Entertainment were tackled in line with various other fields like Folk dance, Dynamic time warping and Motion capture. The journal explores issues in Structural equation modeling which can be linked to other research areas like Exploratory research, Social psychology, Locus of control, Intellectual property and Interactivity.
A key indicator for each journal is its effectiveness in reaching other researchers with the papers published at that venue.
The chart below presents the interquartile range (first quartile 25%, median 50% and third quartile 75%) of the number of citations of articles over time.
The top authors publishing in Entertainment Computing (based on the number of publications) are:
The overall trend for top authors publishing in this journal is outlined below. The chart shows the number of publications at each edition of the journal for top authors.
Only papers with recognized affiliations are considered
The top affiliations publishing in Entertainment Computing (based on the number of publications) are:
The overall trend for top affiliations publishing in this journal is outlined below. The chart shows the number of publications at each edition of the journal for top affiliations.
The publication chance index shows the ratio of articles published by the best research institutions in the journal edition to all articles published within that journal. The best research institutions were selected based on the largest number of articles published during all editions of the journal.
The chart below presents the percentage ratio of articles from top institutions (based on their ranking of total papers).Top affiliations were grouped by their rank into the following tiers: top 1-10, top 11-20, top 21-50, and top 51+. Only articles with a recognized affiliation are considered.
During the most recent 2022 edition, 8.33% of publications had an unrecognized affiliation. Out of the publications with recognized affiliations, 0.00% were posted by at least one author from the top 10 institutions publishing in the journal. Another 0.00% included authors affiliated with research institutions from the top 11-20 affiliations. Institutions from the 21-50 range included 27.27% of all publications and 72.73% were from other institutions.
A very common phenomenon observed among researchers publishing scientific articles is the intentional selection of journals they have already attended in the past. In particular, it is worth analyzing the case when the authors participate in the same journal from year to year.
The Returning Authors Index presented below illustrates the ratio of authors who participated in both a given as well as the previous edition of the journal in relation to all participants in a given year.
The graph below shows the Returning Institution Index, illustrating the ratio of institutions that participated in both a given and the previous edition of the conference in relation to all affiliations present in a given year.
Our experience to innovation index was created to show a cross-section of the experience level of authors publishing in a journal. The index includes the authors publishing at the last edition of a journal, grouped by total number of publications throughout their academic career (P) and the total number of citations of these publications ever received (C).
The group intervals were selected empirically to best show the diversity of the authors' experiences, their labels were selected as a convenience, not as judgment. The authors were divided into the following groups:
The chart below illustrates experience levels of first authors in cases of publications with multiple authors.
The field of Entertainment Computing not only provides a rich area of study but also opens numerous career opportunities. Graduates in this field can aspire to become game designers, multimedia specialists, game testers or even work on artificial intelligence in the entertainment sector. In addition, becoming a teacher or professor in Entertainment Computing can be a rewarding and fulfilling career path and is associated with shaping future professionals in the field. For those interested, knowing how long does it take to become a teacher in Wisconsin can be a great first step towards this teaching career. Overall, the Entertainment Computing field is constantly evolving, providing endless opportunities for research and professional growth. Whether it’s becoming a game designer, a multimedia specialist, conducting innovative research, or even teaching the future generations, the opportunities are limitless. It's important to stay updated with the latest trends in the field and continuously improve one's skills and knowledge for a successful career.
Minna Pakanen;Paula Alavesa;Niels van Berkel;Timo Koskela
(2022)Asif Ali Laghari;Khalil ur Rehman Laghari;Kamran Ali Memon;Muhammad Bux Soomro
(2020)Xavier Fonseca;Geertje Slingerland;Stephan G. Lukosch;Stephan G. Lukosch;Frances M. T. Brazier
(2021)L.M. van der Lubbe;C. Gerritsen;M.C.A. Klein;K.V. Hindriks
(2021)Wilson Kazuo Mizutani;Vinícius K. Daros;Fabio Kon
(2021)Jisu Kim;Syjung Hwang;Eunil Park
(2021)Sajida Karim;Hui He;Asif Ali Laghari;Kamran Ali Memon
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