World's Best Scientists 2026 revealed!
Entertainment Computing
H-index 13

Entertainment Computing

Ranking & Metrics

Discipline name Position Best Scientists Publications D-Index
Computer Science 616 22 24 9

Additional Metrics

Number of Best Scientists*: 46
Documents by Best Scientists*: 51
Top 100 Ranked Scientists*: 3
SCIMAGO H-index: 43
SCIMAGO SJR: 0.681
Impact Factor: 2.4

Overview

Top Research Topics at Entertainment Computing?

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.

  • Human–computer interaction (29.95%)
  • Multimedia (25.74%)
  • Video game (11.14%)

What are the most cited papers published in the journal?

  • The role of psychology in understanding the impact of computer games (243 citations)
  • BrainHex: A neurobiological gamer typology survey (154 citations)
  • Serious games for health (142 citations)

Research areas of the most cited articles at Entertainment Computing:

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.

What topics the last edition of the journal is best known for?

  • Artificial intelligence
  • The Internet
  • Programming language

The previous edition focused in particular on these issues:

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.

The most cited articles from the last journal are:

  • “Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems (1 citations)
  • Design of a serious games to improve resilience skills in youngsters (0 citations)
  • Investigating Taiwan Instagram users’ behaviors for social media and social commerce development (0 citations)

Papers citation over time

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:

  • Esteban Clua (7 papers) absent at the last edition,
  • Helmut Hlavacs (6 papers) absent at the last edition,
  • Pieter Spronck (6 papers) absent at the last edition,
  • Paul Cairns (5 papers) absent at the last edition,
  • Bruno Feijó (5 papers) absent at the last edition.

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:

  • Eindhoven University of Technology (8 papers) absent at the last edition,
  • University of Genoa (7 papers) absent at the last edition,
  • Complutense University of Madrid (6 papers) absent at the last edition,
  • Norwegian University of Science and Technology (6 papers) absent at the last edition,
  • University of Twente (6 papers) absent at the last edition.

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.

Publication chance based on affiliation

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.

Returning Authors Index

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.

Returning Institution Index

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.

The experience to innovation index

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:

  • Novice - P < 5 or C < 25 (the number of publications less than 5 or the number of citations less than 25),
  • Competent - P < 10 or C < 100 (the number of publications less than 10 or the number of citations less than 100),
  • Experienced - P < 25 or C < 625 (the number of publications less than 25 or the number of citations less than 625),
  • Master - P < 50 or C < 2500 (the number of publications less than 50 or the number of citations less than 2500),
  • Star - P ≥ 50 and C ≥ 2500 (both the number of publications greater than 50 and the number of citations greater than 2500).

The chart below illustrates experience levels of first authors in cases of publications with multiple authors.

Career Opportunities in Entertainment Computing

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.

Top Publications

  • “Nice to see you virtually”: Thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems

    Minna Pakanen;Paula Alavesa;Niels van Berkel;Timo Koskela

    (2022)
    47 Citations
  • Quality of experience (QoE) assessment of games on workstations and mobile

    Asif Ali Laghari;Khalil ur Rehman Laghari;Kamran Ali Memon;Muhammad Bux Soomro

    (2020)
    35 Citations
  • Designing for meaningful social interaction in digital serious games

    Xavier Fonseca;Geertje Slingerland;Stephan G. Lukosch;Stephan G. Lukosch;Frances M. T. Brazier

    (2021)
    34 Citations
  • Empowering vulnerable target groups with serious games and gamification

    L.M. van der Lubbe;C. Gerritsen;M.C.A. Klein;K.V. Hindriks

    (2021)
    32 Citations
  • Software architecture for digital game mechanics: A systematic literature review

    Wilson Kazuo Mizutani;Vinícius K. Daros;Fabio Kon

    (2021)
    19 Citations
  • Re-framing engagement for applied games: A conceptual framework

    (2021)
    18 Citations
  • Can we predict the Oscar winner? A machine learning approach with social network services

    Jisu Kim;Syjung Hwang;Eunil Park

    (2021)
    16 Citations
  • The evaluation video quality in social clouds

    Sajida Karim;Hui He;Asif Ali Laghari;Kamran Ali Memon

    (2020)
    11 Citations
  • A practical approach based on Bluetooth Low Energy and Neural Networks for indoor localization and targeted devices' identification by smartphones

    (2022)
    10 Citations
  • Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality

    (2021)
    9 Citations

Related Online Degrees & Career Pathways

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Best Scientists Contributing to This Journal

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