
Academic Journal
Q2Entertainment Computing
About Entertainment Computing
Entertainment Computing is a scholarly journal published by Elsevier B.V.. SCImago 2025 lists it in Q2, with an SJR of 0.582 and H-index of 47.
Coverage: 2009-2026. Research categories: Computer Science Applications (Q2); Software (Q2); Human-Computer Interaction (Q3).
Source-backed journal facts
Topics in published research
Educational Games and Gamification; Digital Games and Media; Artificial Intelligence in Games; Virtual Reality Applications and Impacts; Impact of Technology on Adolescents; Video Analysis and Summarization.
OpenAlex classifies topics from published works. These topics are not the publisher’s official aims and scope.
Reported open-access list prices
2,840.00 USD; 2,660.00 EUR; 2,270.00 GBP; 352,250.00 JPY
APC list prices reported by OpenAlex, which obtains this information from DOAJ. Confirm current charges, taxes, waivers and eligibility with the publisher; this is not a fee quotation.
Source: OpenAlex source record. Retrieved 2026-10-03. Source record updated 2026-10-02. OpenAlex metrics are different from SCImago metrics and the Clarivate Journal Impact Factor.
Journal Metrics
Quartile, SJR and the listed SCImago H-index use the 2025 imported SCImago dataset. A quartile may vary by subject category. Values without a source or reporting year are unverified historical entries. Verify the current Journal Impact Factor with Clarivate or the publisher before using it.
Aims & Scope
The publisher’s official aims and scope have not yet been verified for this profile. Use the journal website to check subject fit and accepted article types before submitting.
Recent Research Articles
Latest publications matched automatically by ISSN.
“Sanxingdui brought to life”: how can cultural relic AI agents inspire users' cultural identification
Xinlei Xie, Ruotong Wang, Guanhao Ye, Huiyue Wu et al.
2026-12 · DOI: 10.1016/j.entcom.2026.101238Interactive intelligent English E-learning classroom teaching simulation based on machine learning: virtual game teaching and entertainment experience
Min Chen
2026-12 · DOI: 10.1016/j.entcom.2026.101233Enhancing Cognitive, Motor, and Social Skills in Autism: A Review of Serious Games Interventions across Analog and Digital Platforms
Neha Sharma, Arun Khosla
2026-12 · DOI: 10.1016/j.entcom.2026.101239Transcript-based emotional and semantic perception for comorbid anxiety detection: a two-phase framework for emotion-aware interactive systems
Zahid Hussain Wani, Hilal Ahmad Khanday, Mohsin Altaf Wani, Samiah Jan Nasti et al.
2026-12 · DOI: 10.1016/j.entcom.2026.101232Designing virtual reality games as playable archives for documenting Mosuo domestic space
Jue Jocelyn Wang, Xiaowen Fu
2026-12 · DOI: 10.1016/j.entcom.2026.101218Understanding comics with machines: a systematic literature review on comic recognition, segmentation, and classification techniques
Rishu, Vinay Kukreja
2026-12 · DOI: 10.1016/j.entcom.2026.101228Your body, the composer: turning brief exertion into musical play through real-time score-making
Ruisi Shi, Xinyi Wang, Xiaokang Lei
2026-12 · DOI: 10.1016/j.entcom.2026.101235From traditional dates to digital swipes: How generational differences shape online dating choices
Li Jiang, Xingting Wu
2026-12 · DOI: 10.1016/j.entcom.2026.101250Social media engagement and audience participation in basketball-centric digital entertainment platforms
Zhenwei Ke, Yue Feng
2026-12 · DOI: 10.1016/j.entcom.2026.101230AI-driven gamification framework for audience participation and engagement in interactive digital financial learning ecosystems
Ronghui Zhou, Zhi Liu
2026-12 · DOI: 10.1016/j.entcom.2026.101225Technoaesthetics of play: Toward an integrative framework for game aesthetics and engagement
Cristián Parra Bravo
2026-12 · DOI: 10.1016/j.entcom.2026.101234Interactive travel storytelling and audience participation in digital media and immersive tourism platforms
RuiKun Yang, Ming Li, Yuan Zhang, Jingxuan Li et al.
2026-12 · DOI: 10.1016/j.entcom.2026.101248Adaptive audience interaction and engagement dynamics in gamified interactive digital media for personalized learning
Xuan Li
2026-12 · DOI: 10.1016/j.entcom.2026.101240Dual-flow temporal graph attention network with contrastive multimodal alignment for cross-platform audience engagement dynamics prediction in interactive live streaming entertainment
Mahmoud Mohamed, Mhd Walid Koubeisi
2026-12 · DOI: 10.1016/j.entcom.2026.101246AI-driven audience engagement analytics in interactive sports streaming and digital media platforms
Fubiao Dai, Yang Wei
2026-12 · DOI: 10.1016/j.entcom.2026.101229Semi-supervised deep learning for anomaly detection and audience sentiment analysis in entertainment news dissemination
Zeming Shen
2026-12 · DOI: 10.1016/j.entcom.2026.101231Dynamic prioritization of player demands in MOBA mobile games based on online reviews
Quan Xiao, Weiling Huang, Yongyou Zheng
2026-12 · DOI: 10.1016/j.entcom.2026.101244Achieving narrative coherence from literary texts: an animation storyboard generation algorithm based on multimodal story atom recombination
Nan Sheng, Bo Zhang, Yeteng Han
2026-12 · DOI: 10.1016/j.entcom.2026.101242Determinants of continuance intention in metaverse game platforms among Turkish users: Integrating expectation-confirmation model with flow theory
Görkem Erdoğan
2026-12 · DOI: 10.1016/j.entcom.2026.101249Analyzing context-aware networks in music streaming services to estimate artist popularity
Indrajeet Kumar, Sharma B. S S P M
2026-12 · DOI: 10.1016/j.entcom.2026.101227Reviews
Community Reviews
Version History
October 4, 2026 at 9:14 pm
October 2, 2026