Example of International Journal of Computer Games Technology format
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Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format
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Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format Example of International Journal of Computer Games Technology format
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open access Open Access

International Journal of Computer Games Technology — Template for authors

Publisher: Hindawi
Categories Rank Trend in last 3 yrs
Computer Graphics and Computer-Aided Design #31 of 88 down down by 12 ranks
Human-Computer Interaction #56 of 120 down down by 18 ranks
Software #182 of 389 down down by 35 ranks
journal-quality-icon Journal quality:
Good
calendar-icon Last 4 years overview: 30 Published Papers | 111 Citations
indexed-in-icon Indexed in: Scopus
last-updated-icon Last updated: 03/06/2020
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Related Journals

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Journal Performance & Insights

CiteRatio

SCImago Journal Rank (SJR)

Source Normalized Impact per Paper (SNIP)

A measure of average citations received per peer-reviewed paper published in the journal.

Measures weighted citations received by the journal. Citation weighting depends on the categories and prestige of the citing journal.

Measures actual citations received relative to citations expected for the journal's category.

3.7

42% from 2019

CiteRatio for International Journal of Computer Games Technology from 2016 - 2020
Year Value
2020 3.7
2019 2.6
2018 3.0
2017 3.2
2016 2.1
graph view Graph view
table view Table view

0.248

1% from 2019

SJR for International Journal of Computer Games Technology from 2016 - 2020
Year Value
2020 0.248
2019 0.251
2018 0.268
2017 0.287
2016 0.227
graph view Graph view
table view Table view

0.915

4% from 2019

SNIP for International Journal of Computer Games Technology from 2016 - 2020
Year Value
2020 0.915
2019 0.883
2018 1.37
2017 1.519
2016 1.184
graph view Graph view
table view Table view

insights Insights

  • CiteRatio of this journal has increased by 42% in last years.
  • This journal’s CiteRatio is in the top 10 percentile category.

insights Insights

  • SJR of this journal has decreased by 1% in last years.
  • This journal’s SJR is in the top 10 percentile category.

insights Insights

  • SNIP of this journal has increased by 4% in last years.
  • This journal’s SNIP is in the top 10 percentile category.

International Journal of Computer Games Technology

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Hindawi

International Journal of Computer Games Technology

The overall aim of the International Journal of Computer Games Technology is to bring together both the research and development aspects of games technology (algorithms, software and hardware) for entertainment computing and interactive digital media. The focus will be on thre...... Read More

Computer Graphics and Computer-Aided Design

Software

Human-Computer Interaction

Computer Science

i
Last updated on
03 Jun 2020
i
ISSN
1687-7047
i
Impact Factor
Low - 0.274
i
Acceptance Rate
36%
i
Frequency
Not provided
i
Open Access
Yes
i
Sherpa RoMEO Archiving Policy
Green faq
i
Plagiarism Check
Available via Turnitin
i
Endnote Style
Download Available
i
Bibliography Name
unsrt
i
Citation Type
Numbered
[25]
i
Bibliography Example
C. W. J. Beenakker. “Specular andreev reflection in graphene”. Phys. Rev. Lett., vol. 97, no. 6, 067007, 2006.

Top papers written in this journal

open accessOpen access Journal Article DOI: 10.1155/2019/4797032
A Meta-Analysis of Use of Serious Games in Education over a Decade
Yu Zhonggen1

Abstract:

It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in educati... It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation. read more read less
View PDF
200 Citations
open accessOpen access Journal Article DOI: 10.1155/2018/9085179
Gamification Assisted Language Learning for Japanese Language Using Expert Point Cloud Recognizer
Yogi Udjaja1

Abstract:

Starting from people limitations to understand Japanese, education and social life of those people in Japan can be hindered. Therefore, a game is needed that allows one to understand Japanese using Gamification Assisted Language Learning (GALL) method, involving the introduction of Japanese language implementation using exper... Starting from people limitations to understand Japanese, education and social life of those people in Japan can be hindered. Therefore, a game is needed that allows one to understand Japanese using Gamification Assisted Language Learning (GALL) method, involving the introduction of Japanese language implementation using expert point cloud ($EP) recognizer. This method is used to stimulate the sensory and motor nervous system and motivate students (players) to study harder. This can be evidenced by increase in players ability from 20% to 100%. read more read less

Topics:

Language acquisition (54%)54% related to the paper
View PDF
33 Citations
open accessOpen access Journal Article DOI: 10.1155/2019/4384896
ALTRIRAS: A Computer Game for Training Children with Autism Spectrum Disorder in the Recognition of Basic Emotions

Abstract:

This paper presents a computer game developed to assist children with Autism Spectrum Disorder (ASD) to recognize facial expressions associated with the four basic emotions: joy, sadness, anger, and surprise. This game named ALTRIRAS is a role-playing game (RPG), a kind of game pointed out by the literature as the most suitab... This paper presents a computer game developed to assist children with Autism Spectrum Disorder (ASD) to recognize facial expressions associated with the four basic emotions: joy, sadness, anger, and surprise. This game named ALTRIRAS is a role-playing game (RPG), a kind of game pointed out by the literature as the most suitable for these children for being more social than competitive. It has recreational settings built with 2D graphic interface to keep the children’s attention and an access control and a register mechanism to allow the monitoring of the child’s progress. The data collection of the functional, nonfunctional, psychological, and educational requirements, as well as the evaluation of its consistency and usability, was made by a multidisciplinary team consisting of five experts in each of the following expertises: pedagogy, psychology, psychopedagogy, and game development. The effectiveness test of the game was performed by 10 children with ASD and 28 children with neurotypical development, which were separated into control and experimental groups, respectively. All experts and children with neurotypical development answered the System Usability Scale (SUS) questionnaire after playing the game. The results were positive, between experts and volunteers regarding their acceptance. However, the time of exposure to the game in children with ASD should be increased to effective assistance in the recognition of facial expressions. read more read less

Topics:

Computer game (67%)67% related to the paper, Video game development (61%)61% related to the paper, Neurotypical (52%)52% related to the paper, System usability scale (51%)51% related to the paper, Psychopedagogy (51%)51% related to the paper
View PDF
27 Citations
open accessOpen access Journal Article DOI: 10.1155/2019/7626349
Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR

Abstract:

Affine Transformations (ATs) are a complex and abstract learning content. Encoding the AT knowledge in Game Mechanics (GMs) achieves a repetitive knowledge application and audiovisual demonstration. Playing a serious game providing these GMs leads to motivating and effective knowledge learning. Using immersive Virtual Reality... Affine Transformations (ATs) are a complex and abstract learning content. Encoding the AT knowledge in Game Mechanics (GMs) achieves a repetitive knowledge application and audiovisual demonstration. Playing a serious game providing these GMs leads to motivating and effective knowledge learning. Using immersive Virtual Reality (VR) has the potential to even further increase the serious game’s learning outcome and learning quality. This paper compares the effectiveness and efficiency of desktop-3D and VR in respect to the achieved learning outcome. Also, the present study analyzes the effectiveness of an enhanced audiovisual knowledge encoding and the provision of a debriefing system. The results validate the effectiveness of the knowledge encoding in GMs to achieve knowledge learning. The study also indicates that VR is beneficial for the overall learning quality and that an enhanced audiovisual encoding has only a limited effect on the learning outcome. read more read less

Topics:

Game mechanics (53%)53% related to the paper, Outcome (game theory) (51%)51% related to the paper
View PDF
22 Citations
open accessOpen access Journal Article DOI: 10.1155/2018/9834565
An Assessment of Serious Games Technology: Toward an Architecture for Serious Games Design
Walid Mestadi1, Khalid Nafil, Raja Touahni1, Rochdi Messoussi1

Abstract:

The design of an engaging and motivating serious game (SG) requires a strong knowledge of learning domain, pedagogy, and game design components, which are hard to be found and restrained by an individual or one entity. Therefore and in the light of this statement, the collaboration between domain content, pedagogical, and pla... The design of an engaging and motivating serious game (SG) requires a strong knowledge of learning domain, pedagogy, and game design components, which are hard to be found and restrained by an individual or one entity. Therefore and in the light of this statement, the collaboration between domain content, pedagogical, and playful experts is required and crucial. Despite the fact that the existing models that support SG design are intended to have a combination of learning and fun, the design of SG remains difficult to achieve. It would then be appreciated to propose means and guidelines that facilitate this design. To do so, this paper proposes a taxonomy, which classifies models that treat SG design, and then presents an opening as a functional architecture for supporting SG conception, which promotes the separation during the design, the collaboration between different involved experts, and the reuse of prior expert productions. read more read less

Topics:

Game design (57%)57% related to the paper
View PDF
20 Citations
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3. Can I cite my article in multiple styles in International Journal of Computer Games Technology?

Of course! We support all the top citation styles, such as APA style, MLA style, Vancouver style, Harvard style, and Chicago style. For example, when you write your paper and hit autoformat, our system will automatically update your article as per the International Journal of Computer Games Technology citation style.

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5. Can I use a manuscript in International Journal of Computer Games Technology that I have written in MS Word?

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12. Is International Journal of Computer Games Technology's impact factor high enough that I should try publishing my article there?

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13. What is Sherpa RoMEO Archiving Policy for International Journal of Computer Games Technology?

SHERPA/RoMEO Database

We extracted this data from Sherpa Romeo to help researchers understand the access level of this journal in accordance with the Sherpa Romeo Archiving Policy for International Journal of Computer Games Technology. The table below indicates the level of access a journal has as per Sherpa Romeo's archiving policy.

RoMEO Colour Archiving policy
Green Can archive pre-print and post-print or publisher's version/PDF
Blue Can archive post-print (ie final draft post-refereeing) or publisher's version/PDF
Yellow Can archive pre-print (ie pre-refereeing)
White Archiving not formally supported
FYI:
  1. Pre-prints as being the version of the paper before peer review and
  2. Post-prints as being the version of the paper after peer-review, with revisions having been made.

14. What are the most common citation types In International Journal of Computer Games Technology?

The 5 most common citation types in order of usage for International Journal of Computer Games Technology are:.

S. No. Citation Style Type
1. Author Year
2. Numbered
3. Numbered (Superscripted)
4. Author Year (Cited Pages)
5. Footnote

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16. Can I download International Journal of Computer Games Technology in Endnote format?

Yes, SciSpace provides this functionality. After signing up, you would need to import your existing references from Word or Bib file to SciSpace. Then SciSpace would allow you to download your references in International Journal of Computer Games Technology Endnote style according to Elsevier guidelines.

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