Entertainment Computing
Entertainment Computing is an Elsevier journal published from Amsterdam since 2009, and it reports research on games, on interactive art and on the technical systems that carry entertainment to audiences. Its 2025 Journal Impact Factor is 2.4, the five-year value is 2.8, and CiteScore is 5.1.《娱乐计算》由 Elsevier 在阿姆斯特丹出版,2009 年创刊,刊载游戏、交互艺术以及把娱乐送达受众的技术系统方面的研究。2025 年期刊影响因子为 2.4,五年值为 2.8,CiteScore 为 5.1。
Scope
- The aims page lists the areas the editors want to see covered, running from games through cultural computing to serious play.宗旨页列出编辑部希望覆盖的领域,从游戏一路排到文化计算与严肃游戏。
- Computer games, video games and console games come first, a heading that takes in design, play mechanics and the engineering behind commercial titles shipped to large audiences.计算机游戏、视频游戏与主机游戏列在最前,这一条目涵盖设计、玩法机制以及面向大规模受众的商业作品背后的工程实现。
- Internet gaming follows, and that heading covers networked play, persistent online worlds and the platform work needed to keep players connected across long distances for years at a time.互联网游戏紧随其后,涉及联网对局、长期在线的虚拟世界,以及让玩家跨越距离常年保持连接所需的平台工作。
- Cultural computing and digital new media form a pair of headings, and both invite work where computation meets cultural heritage, museum display and media art in galleries and on site.文化计算与数字新媒体是两个并列条目,都征集计算与文化遗产、博物馆展陈以及画廊与现场媒体艺术相交的成果。
- Entertainment robotics is named as an area of its own, with the machine built to amuse, accompany or perform as its subject.娱乐机器人单列为一个方向,以逗乐、陪伴或表演为目的的机器是其主题。
- Entertainment technology sits beside application programming interfaces and architectures, so papers on game engines, middleware and platform design fall inside the remit, as do studies of how such systems are put together.娱乐技术与应用编程接口、体系结构并列,游戏引擎、中间件与平台设计的论文落在范围之内,关于这类系统如何搭建的研究同样如此。
- Human factors are treated as a research area in their own right, covering perception, engagement, player behaviour and the bodily ergonomics of a long session at the controls.人因被当作独立研究领域,涵盖感知、投入程度、玩家行为以及长时间操作时的人体适配。
- The influence of entertainment technology on users and on society is another named heading, which leaves room for studies of wellbeing, compulsive play and cultural effects.娱乐技术对用户与社会的影响同样单列,为身心健康、沉迷式游玩与文化效应方面的研究留出位置。
- Interaction and multimedia integration covers the coupling of input devices, sound, graphics and haptics into one playable experience that holds together on screen and off it.交互与多媒体集成关注输入设备、声音、图形与触觉如何耦合为一段完整可玩的体验,无论只在屏幕上还是屏幕之外。
- Interactive television and broadcasting carries the remit past the computer screen, into set-top services, second screens and broadcast formats that let the audience answer back during a programme.交互电视与广播把范围带出计算机屏幕,延伸到机顶盒服务、第二屏以及允许观众在节目进行中回传反应的播出形态。
- Interactive art appears as a heading of its own, so installations, staged performances and gallery pieces built on computation are all admissible, and each brings its own mode of evaluation.交互艺术单独成条,以计算为基础的装置、舞台演出与画廊作品都可送审,各自带来一套评价方式。
- Methodologies and paradigms are grouped with tools and with hardware and software architectures, which lets design frameworks and system papers stand beside studies of how people play.方法论与范式同工具、软硬件体系结构合为一组,设计框架与系统论文因此可以和游玩行为研究并列刊出。
- Mixed reality, augmented reality and virtual reality make up a further heading, and tracking, display and the sense of presence are the research questions placed under it.混合现实、增强现实与虚拟现实构成另一个条目,追踪、显示与临场感是归在它下面的研究问题。
- New genres are invited as a heading, and social media closes the list of named areas.新体裁作为一个条目征集,社交媒体为这份领域清单收尾。
- Serious games for education, training and research are named outright, with simulation game methodologies listed next to them because the two share modelling techniques and evaluation habits.面向教育、培训与研究的严肃游戏直接点名,模拟博弈方法论紧随其后,两者共用建模手段与评估习惯。
- Original research papers and reviews make up the bulk of what appears, and the Serious Games section and themed special issues run under editors of their own.原创研究论文与综述构成刊物主体,严肃游戏栏目与专题特刊由各自的编辑负责。
History
- The first volume opened in 2009 with volume 1, number 1, a date that the National Library of Medicine also gives as the first year of its record.第 1 卷第 1 期于 2009 年问世,美国国家医学图书馆的记录同样把 2009 年列为首年。
- Elsevier has published the title from Amsterdam throughout, and the print ISSN 1875-9521 together with the electronic ISSN 1875-953X have stayed with it from the start.刊物自始由 Elsevier 在阿姆斯特丹出版,纸本 ISSN 1875-9521 与电子 ISSN 1875-953X 一直沿用至今。
- No earlier title is recorded for the journal and no renaming appears in the publisher's own listing, so one name has served it since the first volume in 2009.刊物没有更早的题名,出版社的著录里也没有改名记录,自 2009 年第 1 卷起一直用同一个名字。
- The library catalogue still describes a quarterly, a figure that has been overtaken, since the title now issues four volumes within a single calendar year rather than four issues.图书馆目录仍按季刊著录,这一数字已经过时,刊物现在一个日历年出 4 卷,而不再是 4 期。
- Volume numbers tell the change plainly, with volumes 50 and 51 covering 2024, volumes 52 to 55 covering 2025 and volumes 56 to 59 covering 2026.卷号把这段变化说得很清楚,第 50 卷与第 51 卷对应 2024 年,第 52 至 55 卷对应 2025 年,第 56 至 59 卷对应 2026 年。
- Issues are no longer numbered, and each article carries its volume with an article number, which lets an accepted paper appear without waiting for a collection to close.各卷不再编期号,每篇文章带卷号与文号,录用稿件不必等一辑凑齐就能上线。
- Output runs at 137 articles a year, total citations reach 2,099, and the cited half-life of 3.8 years marks a literature that is replaced quickly by newer work.年发文 137 篇,总被引 2099 次,被引半衰期 3.8 年,说明这一领域的文献很快被新成果替换。
- The 2025 Journal Impact Factor is 2.4 against a five-year value of 2.8, with a Journal Citation Indicator of 0.5 and a percentile of 48.2025 年期刊影响因子为 2.4,五年值为 2.8,期刊引证指标为 0.5,百分位为 48。
- CiteScore stands at 5.1, the Scopus measure that the publisher sets beside the impact factor on the journal page.CiteScore 为 5.1,这一 Scopus 指标与影响因子并列在刊物页面上。
- Three Journal Citation Reports categories hold the title, cybernetics at 21 of 34, interdisciplinary applications at 120 of 185, and software engineering at 67 of 128, each in Q3.期刊引证报告把该刊放进三个类目,控制论 34 种中排第 21,跨学科应用 185 种中排第 120,软件工程 128 种中排第 67,三者都落在 Q3。
- Publication is hybrid, so the subscription route costs an author nothing while gold open access remains optional, and 21.47 per cent of the output carries an open licence.出版走混合模式,订阅路线对作者不收费,金色开放获取为可选项,产出的 21.47% 以开放许可发布。
- Themed special issues have become a regular feature, and a journal track tied to ICEC 2026 draws conference work into the same review stream as ordinary submissions.专题特刊已成常规,与 ICEC 2026 挂钩的期刊通道把会议成果纳入与普通投稿相同的评审流程。
Editors
- R. Nakatsu of Kyoto University in Japan holds one of the two editor-in-chief posts, and the board page prints the name in initials without a given name.主编之一为(R. Nakatsu),任职于 Kyoto University,编委页只印姓名首字母,不给名字。
- M. Rauterberg of Eindhoven University of Technology shares that post, so the two seats sit in Japan and the Netherlands rather than in one country, which suits a field spread across continents.另一位主编是 Eindhoven University of Technology 的(M. Rauterberg),两个席位分处日本与荷兰,并未集中在一国。
- A Serious Games section has an editor-in-chief of its own in M. Ma of the University of Oxford, and the publisher's board page lists that section apart from the general roster.严肃游戏栏目另设主编(M. Ma),任职于 University of Oxford,出版社的编委页把该栏目与总名单分列。
- N. Antonopoulos of the University of Derby is an associate editor for the section, and R. Malaka of the University of Bremen holds the same rank there.该栏目的副编辑为 University of Derby 的(N. Antonopoulos)与 University of Bremen 的(R. Malaka)。
- The general editorial board numbers 34 members drawn from 20 countries and regions, with the Netherlands supplying four, Japan three and the United Kingdom three, the largest national groups on the list.总编委共 34 人,来自 20 个国家与地区,荷兰 4 人、日本 3 人、英国 3 人,是名单上人数最多的三处。
- About 31 associate editors are listed by subject area beneath that board, so the directions named in the aims each have an editor behind them with a portfolio of their own.编委之下另有约 31 位副编辑按学科方向分列,宗旨里列出的各个方向都有对应的编辑与分工。
- Peer review is double anonymized as the guide for authors states, which means referees do not see author names and authors do not see referee names.指南写明评审采用双盲,审稿人看不到作者姓名,作者也看不到审稿人姓名。
- At least two reviewers normally assess a manuscript that has cleared the editorial check, as the guide states, and an author who disagrees with the outcome may appeal once.通过编辑初筛的稿件通常至少送 2 位审稿人,指南写明了这一点,作者对结果有异议可申诉一次。
- Abstracts stop at 250 words, authors supply between one and six keywords, and three to five highlights are required with every submission, whatever the article type.摘要以 250 词为上限,作者需给出 1 至 6 个关键词,无论哪类稿件都要附 3 至 5 条要点。
- Research data are handled under Elsevier's Option C, which asks authors to state how the material behind a paper can be reached by a reader who wants to check the work.研究数据按 Elsevier 的第三类方案处理,作者须说明希望核对论文的读者如何取得背后的材料。
- Manuscripts go through the publisher's online submission system at submit.elsevier.com/ENTCOM, which carries a paper from first upload to the final decision, and the editorial office works in English throughout.稿件经出版商的在线投稿系统提交,入口为 submit.elsevier.com/ENTCOM,从首次上传到最终决定都在同一系统内完成,编辑部的工作语言为英文。
- Original research and review articles are the two standing types, and a themed issue adds a collection of papers gathered around a single subject and edited as one block.原创研究与综述是两类常设稿件,专题特刊则围绕单一主题另成一束,整组编发。
- Papers filed under the Serious Games heading are handled inside that section, while the rest of the stream goes to the two editors-in-chief for the final decision.归入严肃游戏栏目的稿件由该栏目处理,其余稿件交两位主编作最终决定。