| Discipline name | Position | Best Scientists | Publications | D-Index |
|---|---|---|---|---|
| Computer Science | 1001 | 7 | 13 | 3 |
The primary areas of discussion in International Journal of Serious Games are Multimedia, Game design, Human–computer interaction, Mathematics education and Serious game. Some problems in Multimedia that were presented in it overlapped with concepts under Mobile device, Soft skills, Virtual reality and Embodied cognition. Game design research featured in International Journal of Serious Games incorporates concerns from various other topics such as Quality (business), Game mechanics, Knowledge management and Domain (software engineering).
While International Journal of Serious Games focused on Game mechanics, it was also able to explore topics like Screening game and Game Developer, Game design document. Topics in Game Developer explored in it were investigated in conjunction with research in Marketing, Video game design and Simulations and games in economics education. International Journal of Serious Games explores issues in Human–computer interaction which can be linked to other research areas like Cognition and Set (psychology).
It holds forums on Mathematics education that merges themes from other disciplines such as Adventure and Curriculum. International Journal of Serious Games aims to facilitate interdisciplinary discussions involving Serious game as well as topics like Social psychology and Internet privacy. It integrates many fields, including Context (language use) and related.
The journal papers generally zeroe in on subjects such as Multimedia, Game design, Cognitive psychology, Empirical evidence and Game mechanics. The journal papers facilitate discussions on Game design that incorporate concepts from other fields like Usability, Knowledge management and Cognitive decline. The most cited papers explore topics in Game mechanics which can be helpful for research in disciplines like Mathematics education, Game Developer and Simulations and games in economics education.
The main points discussed in International Journal of Serious Games deals with Game design, Conceptual framework, Medical education, Human–computer interaction and Session (computer science). The Game design research presented falls under the domain of Multimedia. The journal facilitates the exploration of Medical education in relation to the other disciplines, such as Security awareness and Serious game.
International Journal of Serious Games facilitates discussions on Human–computer interaction that incorporate concepts from other fields like Design-based research, Wargame and Cognitive Assessment System. The research on Session (computer science) tackled can also make contributions to studies in the areas of Dynamics (music), Virtual reality, Adaptation (computer science) and Library science. In International Journal of Serious Games, Dementia and Clinical psychology are investigated in conjunction with one another to address concerns in Cognition research.
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 International Journal of Serious Games (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 International Journal of Serious Games (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 2021 edition, 52.38% of publications had an unrecognized affiliation. Out of the publications with recognized affiliations, 30.00% 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 30.00% of all publications and 40.00% 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.
Knowledge in multimedia and game design discussed in the International Journal of Serious Games can introduce career opportunities outside the traditional scope. One such is becoming a preschool teacher assistant, incorporating gamification and interaction elements in early education. This is particularly apt considering the increasing use of technology in classroom settings.
As a preschool teacher assistant with a somewhat heavy focus on game design, individuals can help in creating interactive learning experiences for young kids, fostering their creativity and technological adeptness. This role involves aiding the lead preschool teacher in developing game-based curricular materials, augmenting traditional instructional strategies, and making learning more engaging and enjoyable.
Teacher assistant roles in Wyoming, for instance, demand certain certificate requirements. Aspiring professionals planning to jumpstart their career in this innovative educational setup can check the Wyoming-specific qualifications here. This can inform you of the needful educational credentials, field experiences, and skills that can be beneficial in landing the position. While this article discusses teaching you specific insights about the domain, securing a suitable teaching certificate is a must. It not only adds credibility to your profile but also ensures you are adequately prepared for the dynamic and challenging field of early childhood education.
In an era where technology plays an undeniable role in all aspects of life, imbibing its practices in education, too, can ensure well-rounded learning. Being a preschool teacher assistant with game design skills can uniquely position you to foster this change.
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