Journal Information
Entertainment Computing
https://www.sciencedirect.com/journal/entertainment-computing
Impact Factor:
2.800
Publisher:
Elsevier
ISSN:
1875-9521
Viewed:
6954
Tracked:
0
Call For Papers
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.

Specific areas of interest include:

    Computer, video, console and internet games
    Cultural computing and cultural issues in entertainment
    Digital new media for entertainment
    Entertainment robots and robot like applications
    Entertainment technology, applications, application program interfaces, and entertainment system architectures
    Human factors of entertainment technology
    Impact of entertainment technology on users and society
    Integration of interaction and multimedia capabilities in entertainment systems
    Interactive television and broadcasting
    Interactive art and entertainment
    Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications
    Mixed, augmented and virtual reality systems for entertainment
    New genres of entertainment technology
    Serious Games used in education, training, and research
    Simulation/gaming methodologies used in education, training, and research
    Social media for entertainment

In the area of empirical and experimental studies we are looking for contributions which are very well documented, innovative, and tested or evaluated in a particular entertainment domain.

Software publication
We invite you to convert your open source software into an additional journal publication in Software Impacts, a multi-disciplinary open access journal. Software Impacts provides a scholarly reference to software that has been used to address a research challenge. The journal disseminates impactful and re-usable scientific software through Original Software Publications which describe the application of the software to research and the published outputs.

For more information contact us at: software.impacts@elsevier.com
Last updated by Dou Sun in 2024-07-16
Special Issues
Special Issue on Entertainment Robot in Personalized Human Robot Interaction for Smart World
Submission Date: 2024-08-01

Entertainment robots play a pivotal role in the realm of personalized human-robot interaction within the context of a smart world. In this rapidly evolving landscape, these robots contribute to not only amusement but also enhanced connectivity and engagement. They are designed to adapt to individuals' preferences and emotional needs, fostering a tailored and deeply personalized experience. Through conversational interactions, cognitive computing, and artificial intelligence, entertainment robots can understand and respond to the unique desires of users, creating an emotionally enriching environment. By seamlessly integrating into the smart world, they become part of a larger ecosystem, complementing various connected devices and services to offer a comprehensive and interactive experience. Whether in the realms of education, healthcare, or leisure, entertainment robots contribute to a more humancentric and smart world by promoting emotional well-being, social interaction, and individualized engagement, all while embracing the technological advancements of our interconnected future. However, as entertainment robots continue to shape personalized human-robot interaction in the context of a smart world, several challenges emerge that require careful consideration. Firstly, ensuring the seamless integration of these robots into the broader smart ecosystem poses a technological hurdle. Coordinating with various interconnected devices and platforms, maintaining data security, and managing compatibility issues are essential for a cohesive and effective experience. Additionally, fostering user acceptance and trust in these robots, especially when they are deeply integrated into daily life, presents a psychological and sociological challenge. Users need to feel comfortable, confident, and secure in their interactions with entertainment robots to embrace them as valuable additions to their smart world. Moreover, ensuring the adaptability and personalization of these robots for diverse user groups and needs is a complex task. Customizing experiences for different individuals while maintaining reliability and safety requires advanced AI and user modeling capabilities. as entertainment robots become integral to personalized human-robot interaction in a smart world, addressing these challenges is crucial for the successful and responsible integration of these technologies into our daily lives. By navigating these hurdles, we can fully realize the potential of entertainment robots while safeguarding privacy, ethics, and user well-being. In this special issue, original research articles and comprehensive reviews are welcome. Contributions may include novel approaches to the application of entertainment robots in human robot interaction for smart world, in various application areas such as elderly care, media, emotional well-being, etc. Potential topics included, but not limited to AI in entertainment robot for public understanding of entertainment media Entertainment robots in creative and artistic expressions for interactive art installations and collaborative art projects Robot magic shoe for humanoid robot interaction Entertainment robot in automatic detection of cognitive impairment for elderly people Entertainment robot in generating funny dialogue for traditional comedy entertainment movies Entertainment robots in emotional engagement for creating meaningful interactions and emotional well-being Entertainment robots in entertainment industry for theme parks, museums and attractions Entertainment robot in storytelling and narrative experiences for engaging audiences Entertainment robots in mixed reality robotic games for effective entertainment of consumer robots Entertainment robots in controlling and monitoring of robot car for smart phone applications Entertainment robots in own human experiments for humor with multi comedy Guest editors: Fenglang Wu, PhD The First Affiliated Hospital of Xi'an Jiaotong University, Xi'an, China Nuno Miguel Fonseca Ferreira, PhD Polytechnic Institute of Coimbra, Coimbra, Portugal George A. Papakostas, PhD International Hellenic University, Thessaloniki, Greece Razvan Gabriel Boboc, PhD Transilvania University of Brasov, Braşov, Romania Manuscript submission information: The ENTCOM's submission system (Editorial Manager®) will be open for submissions to our Special Issue from December 13th, 2023. Please refer to the Guide for Authors to prepare your manuscript and select the article type of “VSI: Entertainment Robot” when submitting your manuscript online. Both the Guide for Authors and the submission portal could be found on the Journal Homepage: Entertainment Computing | Journal | ScienceDirect.com by Elsevier. Important Dates: Submission Open Date: December 13th, 2023 Final Manuscript Submission Deadline: August 1st, 2024 Editorial Acceptance Deadline: February 28th, 2025 Keywords: Entertainment Robots, Human Robot Interaction, Smart World, Personalized Artificial Intelligence (AI), Cognitive Computing
Last updated by Dou Sun in 2024-07-16
Special Issue on SocioGamify: Extended Applications of Social Networking and Gamification
Submission Date: 2024-08-10

Welcome to our Special Issue on the intersection of gamification and social networking. Social networking and gamification are two important elements that recently gained significant attention across various domains, such as Education, Psychology, Healthcare, Computer Science, Fitness, Mathematics, Artificial Intelligence, Data Science, Business, Economics, Engineering, Technology, Social Sciences and Neuroscience. Gamification and social networking fusion promise a dramatic increase in user interaction and user engagement in any field of science. While these prospects are undeniably tantalizing, it is essential to acknowledge that their integration is still in its early stages. Our journey will include many themes, including algorithm and framework development, ethical and privacy concerns, immersive technologies such as virtual, augmented, and mixed reality, and user experience/interface design. We're thrilled to invite researchers from diverse corners of science to contribute their research results to this Special Issue. Guest editors: Mohammad Hajarian, PhD University Carlos III of Madrid, Leganes, Spain Paloma Díaz, PhD University Carlos III of Madrid, Leganes, Spain Ignacio Aedo, PhD University Carlos III of Madrid, Leganes, Spain Sérgio Moro, PhD ISCTE-University Institute of Lisbon, Lisboa, Portugal Manuscript submission information: The ENTCOM's submission system (Editorial Manager®) will be open for submissions to our Special Issue from September 27th, 2023. Please refer to the Guide for Authors to prepare your manuscript and select the article type of “VSI: Sociogamify” when submitting your manuscript online. Both the Guide for Authors and the submission portal could be found on the Journal Homepage: Guide for authors - Entertainment Computing - ISSN 1875-9521 (elsevier.com) Important Dates: Submission Open Date: September 27th, 2023 Final Manuscript Submission Deadline: August 10th, 2024 Editorial Acceptance Deadline: October 10th, 2024 Keywords: Gamification, Social Networking, User Engagement, Software Applications
Last updated by Dou Sun in 2024-07-16
Special Issue on Evolving Entertainment Gaming in E-Learning and Knowledge of Simulation for Immersive Business Intelligence
Submission Date: 2024-08-20

Evolving entertainment gaming in e-learning has become a transformative approach to engaging learners and enhancing the acquisition of knowledge and skills. By incorporating gamification elements and immersive experiences, e-learning platforms can create a more dynamic and interactive learning environment. This not only caters to the preferences of today's tech-savvy generation but also offers an effective way to impart complex concepts and foster a deeper understanding of various subjects. One notable aspect of this evolution is the integration of simulations for immersive business intelligence (BI). Simulations provide a practical and experiential way to teach business concepts, enabling learners to make decisions and witness the consequences in a controlled virtual environment. This hands-on experience can significantly improve their understanding of real-world business scenarios, from market analysis to strategic decision-making. Incorporating immersive elements like virtual reality (VR) or augmented reality (AR) further enhances the learning process. Learners can step into virtual boardrooms, engage in business negotiations, or explore complex datasets in a more intuitive and visually stimulating manner. By combining entertainment gaming and immersive BI, e-learning can be not only informative but also an enjoyable and engaging experience that fosters a deeper understanding of complex subjects. This approach has the potential to revolutionize the way we acquire and apply knowledge in various fields, especially in the ever-evolving landscape of business and technology. Evolving entertainment gaming for immersive BI offers a promising avenue for enhancing education and training. But, it presents a set of intriguing challenges at the intersection of two seemingly disparate domains. Gaming technology into the realm of BI aims to make data analysis and decision-making a more engaging and interactive experience. There is a need for effective data visualization and analytics tools in the gaming environment with robust technical infrastructure and ensuring accessibility for all learners is paramount. Traditional BI tools may not seamlessly transition into a gaming context, and creating interfaces that are both visually engaging and functionally informative is a complex task. Gamification elements must be carefully designed to enhance the BI process without distracting or overwhelming users. Striking this balance is critical to ensure that users remain focused on the core purpose of analyzing data and extracting insights. In addition, integrating sensitive business data into a gaming environment necessitates robust security measures to protect against data breaches and unauthorized access. Furthermore, leveraging adaptive learning algorithms can tailor the gaming experience to individual needs, enhancing educational value. Incorporating simulation-based scenarios for immersive BI training can provide hands-on experience in a safe environment. Immersive simulations can also bridge the gap between theoretical knowledge and practical application, better preparing individuals for real-world business challenges. The special issue on "Evolving entertainment gaming in e-learning and knowledge of simulation for immersive business intelligence" holds significant importance in the ever-evolving landscape of e-learning, training, and BI. Original research and review articles with novel techniques and applications are most welcome in this special issue. Topics include but are not limited to the following: Artificial intelligence (AI)-driven adaptive learning trends for simulation games in BI Challenges and strategic implementation of serious games for training complex subjects and skills for business applications Virtual reality (VR) and augmented reality (AR) in e-Learning simulations for a BI future Research on evolving immersive gaming technology solutions for changing business analytics and decision-making Innovative entertainment gaming and business simulation techniques in corporate training, leadership development and crisis management Tracking and assessment of entertainment gaming technology advancements for immersive experiences in smart business Recent impacts, predictions and limitations of entertainment gaming in e-learning and immersive BI Novel AI applications in the security and privacy of entertainment games for business management Gamification and simulation-based e-learning and knowledge in complex environments for real-world business scenarios Case studies on the integration of environment gaming, e-learning, simulation, knowledge management, BI Guest editors: Hardeep Chahal, PhD University of Jammu, Jammu, India Nell Baghaei, PhD The University of Queensland, Queensland, Australia Mercedes Ruiz, PhD University of Cádiz, Cadiz, Spain Panagiotis Fotaris, PhD University of Brighton, Brighton, UK Manuscript submission information: The ENTCOM's submission system (Editorial Manager®) will be open for submissions to our Special Issue from December 22th, 2023. Please refer to the Guide for Authors to prepare your manuscript and select the article type of “VSI: EG in E-learning and BI” when submitting your manuscript online. Both the Guide for Authors and the submission portal could be found on the Journal Homepage: Entertainment Computing | Journal | ScienceDirect.com by Elsevier. Important Dates: Submission Open Date: December 22th, 2023 Final Manuscript Submission Deadline: August 20th, 2024 Editorial Acceptance Deadline: February 28th, 2025 Keywords: Entertainment Gaming, E-Learning, Simulation, Knowledge Management, Business Intelligence (BI)
Last updated by Dou Sun in 2024-07-16
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