International Journal of Computer Games Technology
 Journal metrics
See full report
Acceptance rate24%
Submission to final decision160 days
Acceptance to publication21 days
CiteScore9.500
Journal Citation Indicator0.840
Impact Factor2.5

Video Games as Awareness Raisers, Attitude Changers, and Agents of Social Change

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 Journal profile

International Journal of Computer Games Technology publishes original research and review articles on both the research and development aspects of games technology covering the whole range of entertainment computing and interactive digital media.

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International Journal of Computer Games Technology maintains an Editorial Board of practicing researchers from around the world, to ensure manuscripts are handled by editors who are experts in the field of study.

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Research Article

A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos

Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. However, there is still a shortage not only of educational serious games (ESG) that implement such resources but also of models that can enhance the player’s experience and evaluate their performance. This work presents a decision model for SGE with 360° videos. The model was developed from artificial intelligence (AI) techniques with the aim of enhancing the player’s learning using immersion mechanisms and pedagogical reinforcement strategies based on the player’s experience and performance evaluation. The model was integrated into the SG The Mystery of Pandora to evaluate its efficiency. The game was evaluated with a sample of 52 participants aged between 13 and 63 (, ). The results showed adjustments made by the model in the final performance of the players based on their exploration in the 360° videos. Such adjustments allowed identifying players with learning difficulties and recommending pedagogical reinforcement to enhance learning. It was also possible to verify that players would win the game without the minimum knowledge expected about the subject if the decision model was not used.

Research Article

The Construction and Application of a Cloud Editing Digital Museum Oriented to Virtual Tour

The COVID-19 pandemic has accelerated the digital transformation of museums, and online virtual tours have become an important development direction for the cultural inheritance of museums in the present and future. Therefore, there is an urgent need for appropriate digital museum spaces to attract virtual tours of visitors. Firstly, the paper introduces the current situation of the digital transformation of museums around the world under the background of the COVID-19 pandemic and analyzes the challenges of digital museums in supporting virtual tours. Secondly, aiming at these challenges, we design a cloud editing digital museum architecture and develop a cloud editing digital museum system based on the requirement survey. Finally, the paper introduces the application cases and effects of the cloud editing digital museum system, such as the Zhejiang University History Museum and the China National Silk Museum, and analyzes them with the SWOT method. The SWOT analysis shows that the cloud editing digital museum has advantages in the virtual tour, such as the rapid construction of virtual museums, cost savings, update and maintenance, gamification experience, multiterminal support, immersion and fun, and maintaining visitors’ loyalty. It can provide a reference for museums’ digital transformation research and cultural inheritance applications.

Research Article

Deep Generative Modeling Based on VAE-GAN for 3D Indoor Scene Synthesis

With the advancement of virtual reality and 3D game technology, the demand for high-quality 3D indoor scene generation has surged. Addressing this need, this paper presents a method leveraging a VAE-GAN-based framework to conquer two primary challenges in 3D scene representation and deep generative networks. First, we introduce a matrix representation to encode fine-grained object attributes, alongside a complete graph to implicitly capture object spatial relations—effectively encapsulating both local and global scene structures. Second, we devise a unique generative framework based on VAE-GAN and the Bayesian optimization. This framework learns a Gaussian distribution of encoded object attributes through a VAE-GAN network, allowing for sampling and decoding of the distribution to generate new object attributes. Subsequently, a U-Net is employed to learn spatial relations between objects. Lastly, the Bayesian optimization module amalgamates the generated object attributes, spatial relations, and priors learned from data, conducting global optimization to generate a logical scene layout. Experimental results on a large-scale 3D indoor scene dataset substantiate that our method effectively learns inter-object relations and generates diverse and plausible indoor scenes. Comparative experiments and user studies further validate that our method surpasses the current state-of-the-art techniques in indoor scene generation and is comparable to real training scenes.

Research Article

DeapSea: Workflow-Supported Serious Game Design for Stroke Rehabilitation

The design and development of a serious game are complex due to different and often numerous stakeholders involved. Different guidelines for general best practices exist, but those are not specific and often do not include therapists or patients as essential stakeholders especially in the context of individualisation of a serious games. Although there are a lot of serious games in the area of (stroke) rehabilitation, design guidelines and indications of what is important are quite scarce. Identifying individualisation possibilities to adapt a serious game to the specific needs of patients was identified to support and improve the design and outcome of serious game development. A literature research and the analysis of previously designed serious games created the foundation for this research. The identified configuration possibilities, additional requirements, and the developed workflow were then evaluated with the gathered insights of therapists trough an online survey. 20 generic configuration possibilities for therapists, as well as seven requirements, were identified and are presented, which can be used when designing a serious game in the context of stroke. In addition a workflow, called “DeapSea” is proposed for supporting the design as well. These results should be used as an addition to already established design recommendations to deliver an adaptable and flexible serious game in the area of stroke—helping to fulfill individual patient needs from the point of therapists and other involved medical stakeholders within the rehabilitation process.

Research Article

Designing and Developing an Educational-Therapeutic Game for Improving Healthy Lifestyle in Children and Adolescents

Educating healthy lifestyle behaviors through game can help children and adolescents achieve healthy habits. The aim of the present study was to develop a game to promote children’s and adolescents’ lifestyle behaviors. The “Toward Health” is a board game designed by a multidisciplinary team consisting of nurses, nutritionists, physical activity experts, pediatricians, pediatric psychologists, graphic artists, and experts in designing board games to help children adopt healthy eating and sleep habits and become physically more active. Players move their tokens based on the number of squares indicated by a dice rolled. If a player’s token lands on the square containing questions or points related to a healthy lifestyle, he/she must answer the question or read the point loudly. If answers to the questions are correct, the player takes the card. Interventional studies are recommended to confirm the potential of these games in preventing and/or treating childhood obesity. In the future, we are going to assess the validity and acceptance of the game in various age groups.

Research Article

Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)

People of all ages enjoy playing games, making online gaming a part of the modern lifestyle. Online games as digital products can reach gamers without being hindered by various limitations such as time and location. With a large selection of freemium and premium games in the virtual marketplace, gamers have the opportunity to switch between various games from different genres and make purchases of virtual goods. Therefore, the challenge that developers have to overcome is whether gamers will have the intention to play, pay, and recruit players (3Ps). To manage future behavior intentions, game developers need to ensure that gamers and the games they play have a solid engagement. Data collection comes from the results of distributing questionnaires to Twitter users with the self-reporting method. The amount of data processed was 370 respondents. The model was assessed using the partial least square of structural equation modeling. The results of this study show that video game engagement plays a crucial role as a mediator between gamer experience and the intention to continue playing, purchase game items, and recruit new players. Enjoyment is the strongest predictor of gamer experience, followed by arousal, social interaction, escapism, and challenge.

International Journal of Computer Games Technology
 Journal metrics
See full report
Acceptance rate24%
Submission to final decision160 days
Acceptance to publication21 days
CiteScore9.500
Journal Citation Indicator0.840
Impact Factor2.5
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