International Journal of Computer Games Technology
 Journal metrics
See full report
Acceptance rate-
Submission to final decision-
Acceptance to publication-
CiteScore6.300
Journal Citation Indicator0.470
Impact Factor-

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

Read the full article

 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.

 Editor spotlight

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.

 Special Issues

Do you think there is an emerging area of research that really needs to be highlighted? Or an existing research area that has been overlooked or would benefit from deeper investigation? Raise the profile of a research area by leading a Special Issue.

Latest Articles

More articles
Research Article

Can We Enhance Respectful Behaviors toward Parents with Gamification? An Observational Study of Gamification Elements and Child Attitudes toward Parents

The use of gamification has gained important attention when it comes to developing desired behaviors in children. However, few studies have used this approach to increase respectful behaviors toward parents in Saudi Arabia. The aim of this study was to propose a gamified application by investigating the game element preferences of children and the children’s practices toward parents, and to use the interactive gamification app to enhance respectful behaviors toward parents in children aged 5 to 7 in Saudi Arabia. An interactive gamification app was conceived in order to encourage respectful behaviors in children. Parents observed their children and assessed them with a survey containing questions about respectful behaviors and application elements preferred by children. The questions had an internal consistency reliability above 0.85. There was a difference in gamification elements based on demographics, but no difference in respectful behaviors toward parents. Three gamification elements emerged as important contributors of respectful behaviors toward parents in children: points, rewards, and interaction with others. However, the time the child spent using a smart device was negatively related to respectful behaviors toward parents. A gamified application with two interfaces can be used to enhance respectful behaviors toward parents. Programs that focus on enhancing desired behavior in children aged 5 to 7 should use gamification approaches and direct particular attention to the three aforementioned elements. Moreover, parents should control the time their children spend using smart devices.

Research Article

The Impact of Virtual Reality Technology on Jordan’s Learning Environment and Medical Informatics among Physicians

The purpose of this study is to look into the components that affect the behavioral intention of Jordanians to use Virtual Reality Technology in the Learning Environment (VRTLE). For the educational and entertainment industries, virtual reality presents both obstacles and opportunities. The goal of this study is to determine the factors that influence VRTLE acceptance and to propose how such technology may be integrated into the educational setting of students and universities. A total of 60 students from private universities took part in the research. Among the participants, 63.3% were females and 36.7% were males. The modified UTAUT model used in this study only looked at the effects of four independent variables and two external factors, namely, acceptability (ACC) and usability (USA). Acceptability and usability have a substantial impact on student acceptance of VRTLE, according to the findings. Furthermore, as moderators, there is a major effect on both Awareness and Experience. This paper contributes significantly to the UTUAT model. It also tackles educational concerns about the transition to a virtual reality learning environment. As a result, it would be useful to look into other factors as well. As a result, a comprehensive empirical study should be designed to allow for the assessment of the effects of other variables as well.

Research Article

Which Gating System Can Prevent Addiction to Online Games?

The online game industry has increased time by time. Because of that, many addiction cases emerge in humans. In addition, some factors could make people addicted and mitigate or prevent the addiction. However, this addiction has already created some problems, such as skipping school (mild cases) to murder cases (huge cases). A gating system is a system that could prevent players from experiencing some content in the game after a specific limit has been reached. This study is aimed at identifying which gating systems in online games could make players more addicted and which systems are the most appropriate to mitigate or prevent addiction to online games. The study is done with a survey from online game communities with 458 samples in Indonesia. The result of the study shows that resource is the factor that affects addiction, and the stamina gating system is the one that affects resource as mitigation of addiction. This research shows that the stamina gating system will affect how players manage their resources in real life so that they will not be addicted to the game.

Research Article

Solving Full Rubik’s Supercube Using Genetic Algorithm

The article presents an algorithm that uses an evolutionary approach to the problem of solving the Full Rubik Supercube, i.e., the orientation of all cubies, including the internal ones, not only according to face colors but to the same orientation in 3D space. The problem is formally defined by the matrix representation using affine cubies transforms. The Full Supercube’s solving strategy uses a series of genetic algorithms that try to find a better cube configuration than the current one. Once found, movements are made to change the current configuration. This strategy is repeated until the cube is solved. The genetic algorithm limits the movements to the current cluster by solving the cube in stages, outwards from the center of the cube. The movements that solve the clusters are saved as macros and used to train and speed up the algorithm. The purpose of the presented algorithm is to minimize the solution time and not necessarily the number of moves.

Research Article

Stability, Bifurcation, and Chaos Control of Two-Sided Market Competition

Benefitting from the popular uses of internet technologies, two-sided market has been playing an increasing prominent role in modern times. Users and developers can interact with each other through two-sided platforms. The two-sided market structure has been investigated profoundly. Through building a dynamics two-sided market model with bounded rational, stability conditions of the two-sided market competition system are presented. With the help of bifurcation diagram, Lyapunov exponent, and strange attractor, the stability of the two-sided market competition model is simulated. At last, we use the time-delayed feedback control (TDFC) method to control the chaos. Our main results are as follows: (1) when the adjustment speed of two-sided increases, the system becomes bifurcation, and chaos state happens finally. When the system is stable, the consumer fee is positive while developer fee is negative. (2) When the user externality increases, the stable area of the system increases, and the difference in user externality leads the whole system more stable. When the system is stable, the developer fee decreases. (3) The stable area becomes larger when developer externality increases; when the system is stable, the user fee becomes lower and developer fee becomes higher when developer externality increases. (4) The TDFC method is presented for controlling the chaos; we find that the system becomes more stable under the TDFC method.

Research Article

Usability Heuristics for Evaluating Arabic Mobile Games

The use of Arabic mobile games has increased in the last decade. The Arabic mobile game market is rapidly growing as well, where more games are being developed or localized to target Arabic game players and attract newcomers. Little existing work, however, has been done to ensure the delivery of effective, efficient, and satisfying Arabic mobile games. Previous studies have shown that most developers of Arabic mobile games do not evaluate these games because of the lack of usability evaluation methods that are specifically designed for such games. In this paper, we present Arabic Mobile Game Heuristics, which is a list of usability heuristics that were explicitly adapted for evaluating Arabic mobile games. The list was developed by revising and modifying Nielsen’s list of heuristics and the game usability principles. Validating the proposed heuristics was achieved by comparing the outcomes of evaluating two Arabic mobile games using the three lists of usability heuristics. Results indicate that the proposed heuristics allowed evaluators to find additional usability issues and identify more severe problems than using the other two lists.

International Journal of Computer Games Technology
 Journal metrics
See full report
Acceptance rate-
Submission to final decision-
Acceptance to publication-
CiteScore6.300
Journal Citation Indicator0.470
Impact Factor-
 Submit

Article of the Year Award: Outstanding research contributions of 2021, as selected by our Chief Editors. Read the winning articles.