Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves.…
Computers in entertainment Template
Write in a clean editor, then format for Computers in entertainment in one click — DocuGuru applies the official ACM template with numbered references and exports a submission-ready PDF plus the editable LaTeX source. Free to start.
About the Computers in entertainment format
Computers in entertainment is a peer-reviewed journal published by ACM, covering Digital Games and Media, Multimedia Communication and Technology, Educational Games and Gamification.
| Publisher | ACM |
|---|---|
| Reference style | Numbered (ACM) Numbered — [1], [2] in the text [1] Ada Smith, Ben Jones, and Cara Lee. 2023. A representative article title. Computers in entertainment 12, 3, Article 45 (2023).
Formats any DOI in Computers in entertainment style. No sign-up. |
| Publishes research in | Digital Games and Media Multimedia Communication and Technology Educational Games and Gamification Artificial Intelligence in Games Interactive and Immersive Displays |
| ISSN | 1544-3574 |
| h-index | 52 |
| i10-index | 203 |
| Total citations | 20,871 |
| Top institutions publishing here | Association for Computing Machinery |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in Computers in entertainment per year
Citation impact of Computers in entertainment by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in Computers in entertainment
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention. But that finding is just one small part of a more important message that all parents and educators need…
Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used…
In the domain of computer games, research into the interaction between player and game has centred on 'enjoyment', often drawing in particular on optimal experience research and Csikszentmihalyi's 'Flow theory'. Flow is a well-established construct for examining experience in any setting and its application to game-play is intuitive. Nevertheless, it's not immediately obvious how to…
The development of interactive, participatory, multisensory environments that combine the physical with the virtual comes as a natural continuation to the computer game industrys constant race for more exciting user experiences. Specialized theme parks and various other leisure and entertainment centers worldwide are embracing the interactive promise that games have made users expect. This is…