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Journal of Gaming and Virtual Worlds - Intellect | 2024 Cite Score:1.0 | Q4

Journal of Gaming and Virtual Worlds With Cite Score

Cite Score and Journal Rank of Journal of Gaming and Virtual Worlds

  • About: Journal of Gaming and Virtual Worlds (JGVW) is a peer-reviewed academic journal dedicated to the study of gaming, virtual environments, and their cultural, social, and technological implications. The journal serves as a platform for interdisciplinary research on the impact, design, and evolution of gaming and virtual worlds.
  • Objective: The primary objective of the Journal of Gaming and Virtual Worlds is to explore and analyze the diverse aspects of gaming and virtual worlds from both theoretical and practical perspectives. The journal covers a broad range of topics, including game design, virtual reality (VR), augmented reality (AR), immersive technologies, player behavior, online communities, and the cultural significance of gaming. It aims to publish research that advances the understanding of how these digital environments influence individuals and societies.
  • Interdisciplinary Approach: The journal adopts an interdisciplinary approach by integrating research from various fields such as game studies, media studies, psychology, sociology, computer science, and cultural studies. This approach enables a comprehensive examination of gaming and virtual worlds, considering not only the technological aspects but also the social, cultural, and psychological dimensions. Contributions that bridge these diverse fields and offer new insights into the role of gaming and virtual worlds in contemporary life are particularly encouraged.
  • Impact and Significance: The Journal of Gaming and Virtual Worlds has a significant impact on both the academic and professional communities involved in gaming and virtual environment research. The research published in the journal contributes to a deeper understanding of the complexities and potential of virtual worlds, offering valuable insights for developers, educators, researchers, and policymakers. It serves as a key resource for staying informed about the latest developments, trends, and debates in the fields of gaming and virtual reality.

  • Editor-in-Chief:  Sonia Fizek and Melissa Kagen

  • Scope: The Journal of Gaming and Virtual Worlds is a peer-reviewed academic publication dedicated to the exploration and analysis of gaming and virtual environments. It serves as a platform for interdisciplinary research that covers a wide array of topics related to gaming, virtual worlds, and digital culture. Key areas covered by the journal include:
  • 1. Game Design and Development: Research on the principles and methodologies of game design, including mechanics, narrative structures, level design, and the creative processes behind game development.
  • 2. Virtual Worlds and Simulations: Studies on the creation, use, and impact of virtual worlds and simulations, including their application in education, training, and entertainment.
  • 3. Player Experience and Interaction: Exploration of player behavior, engagement, and interaction within games and virtual worlds, including user experience (UX) design, player psychology, and community dynamics.
  • 4. Gamification and Serious Games: Research on the application of game elements in non-game contexts (gamification) and the design and impact of serious games created for purposes beyond entertainment, such as education, health, and social change.
  • 5. Virtual Reality (VR) and Augmented Reality (AR): Studies on the development and application of VR and AR technologies in gaming and other interactive environments, including their effects on immersion, user experience, and cognitive processes.
  • 6. Cultural and Social Aspects of Gaming: Exploration of how games and virtual worlds reflect and influence culture and society, including topics like representation, identity, gender, and the role of games in social interactions.
  • 7. Ethics and Regulation in Gaming: Research on ethical issues in gaming, including the regulation of virtual worlds, digital rights, in-game economies, and the moral implications of game content.
  • 8. Educational and Training Applications: Studies on the use of games and virtual worlds for educational purposes, including learning outcomes, instructional design, and the integration of gaming into curriculum and training programs.
  • 9. Game Studies and Criticism: Exploration of games as cultural texts, including critical analysis of game narratives, aesthetics, and the theoretical frameworks used to study games and gaming culture.
  • 10. Technological Innovations in Gaming: Research on the latest technological advancements in gaming, including developments in game engines, graphics, artificial intelligence, and networking technologies.
  • 11. Online Communities and Multiplayer Games: Studies on the dynamics of online gaming communities, multiplayer gaming experiences, and the social interactions facilitated by massively multiplayer online games (MMOs) and other online platforms.
  • 12. Economic Aspects of Gaming: Exploration of the economic dimensions of the gaming industry, including game monetization strategies, virtual economies, e-sports, and the financial impact of gaming.
  • 13. Health and Well-being in Gaming: Research on the health impacts of gaming, both positive and negative, including studies on gaming addiction, cognitive benefits, mental health, and the use of games in therapy and rehabilitation.
  • Latest Research Topics for PhD in Computer Science

  • Print ISSN:  1757191X

    Electronic ISSN:   17571928

  • Abstracting and Indexing:  ESCI, Scopus

  • Imapct Factor :  

  • Subject Area and Category:   Computer Science, Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction

  • Publication Frequency:  

  • H Index:  20

  • Best Quartile:

    Q1:  

    Q2:  

    Q3:  Computer Graphics and Computer-Aided Design

    Q4:  

  • Cite Score:  1.0

  • SNIP:  0.868

  • Journal Rank(SJR):  0.320