Journal Information
Games: Research and Practice (GAMES)
https://dl.acm.org/journal/gamesPublisher: |
ACM |
ISSN: |
2832-5516 |
Viewed: |
4330 |
Tracked: |
0 |
Call For Papers
About
Games: Research and Practice publishes major contributions to games and playable media that are practically useful and grounded in robust evidence and argument. A quarterly peer-reviewed online journal published jointly by the ACM and ETC Press, it offers a lighthouse for games research – a central reference point that defines the state of the art on games and playable media, bridging academic research and industry practice.
Inclusive in community, discipline, method, and game form, it publishes major reviews, tutorials, and advances on games and playable media, alongside case studies, opinions, and dialogues on new developments that will change games. It embraces open science and scholarship and actively champions new and underrepresented voices.
Scope
Games: Research and Practice publishes major contributions to games and playable media that are practically useful and grounded in robust evidence and argument. We especially invite submissions on the following topics, which reflect major research and practice communities and are covered by Associate Editors in our Editorial Board:
AI and Data: AI, data science, and visual analytics in games and playable media
Alt.Play: Novel, critical, alternative, and boundary-crossing phenomena and interventions in games and playable media
Applied Gaming: Serious games, gamification, and game- and play-based interventions in education, health, and other domains
Audiences and Communities: Community management, content moderation, community health and safety, Esports, streaming, and players as producers
Audio and Music: Music and sound design and technology for games and playable media
Business and Production: Business, marketing, monetisation models, production processes, structures, workflows and life cycles for games and playable media, including analyses of industry shifts, production cultures, and working conditions
Computing: Architectures, engines, operations, and tools for game and playable media development
Design: Principles, methods, and practices of designing games and playful experiences
Education: Teaching and learning game and playable media design, development, research and scholarship
Graphics: Graphics algorithms, techniques, rendering and pipelines for games and playable media
Hardware and haptics: Computing devices, controllers, sensors, actuators, peripherals, and haptics for games and playable media
Immersive Experiences and Future Realities: Embodied, extended (AR/XR/VR), persistent and shared realities in games
Inclusive Gaming: Accessibility, localization, culturalization, and inclusion and diversity, making games and playable media welcoming for all
Ethical, Political, and Societal Issues: Ethical, political, and societal issues and impacts of games and playable media, their industries and communities
Narrative: Narrative design and technology for games and playable media
Simulation: Games physics and physical authoring in games
Game User Research and Player Experience: Understanding, studying, and modeling players, their experience and behavior
Visual Arts: Visual design and art direction for games and playable media
Last updated by Dou Sun in 2024-08-09
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| Full Name | Impact Factor | Publisher |
|---|---|---|
| Games: Research and Practice | ACM | |
| Digital Threats: Research and Practice | ACM | |
| Digital Government: Research and Practice | ACM | |
| Materials Research Bulletin | 5.300 | Elsevier |
| Distributed Ledger Technologies: Research and Practice | ACM | |
| Journal of Software Maintenance and Evolution: Research and Practice | 1.700 | John Wiley & Sons, Ltd. |
| European Research in Telemedicine | Elsevier | |
| Journal of Information Science Theory and Practice | KISTI | |
| International Journal of Logistics Research and Applications | 4.500 | Taylor & Francis |
| Operations Research Letters | 0.800 | Elsevier |
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