发文分析
近年国家/地区发文量统计
| 国家/地区 | 数量 |
|---|---|
| Brazil | 23 |
| England | 17 |
| USA | 14 |
| GERMANY (FED REP GER) | 11 |
| Netherlands | 9 |
| CHINA MAINLAND | 7 |
| Canada | 7 |
| Japan | 7 |
| Portugal | 7 |
| Australia | 5 |
近年机构发文量统计
| 机构 | 数量 |
|---|---|
| UNIVERSIDADE FEDERAL FLUMINENSE | 6 |
| JAPAN ADVANCED INSTITUTE OF SCIENCE & TECHNOLO... | 4 |
| UNIVERSITY OF YORK - UK | 4 |
| BOURNEMOUTH UNIVERSITY | 3 |
| PONTIFICIA UNIVERSIDADE CATOLICA DO RIO DE JAN... | 3 |
| UNIVERSIDADE FORTALEZA | 3 |
| UTRECHT UNIVERSITY | 3 |
| BEIJING UNIVERSITY OF POSTS & TELECOMMUNICATIO... | 2 |
| BLEKINGE INSTITUTE TECHNOLOGY | 2 |
| COVENTRY UNIVERSITY | 2 |
近年文章引用他刊数据
| 文章名称 | 引用次数 |
|---|---|
| MOBA games: A literature review | 8 |
| Are online role-playing games more social than multiplay... | 6 |
| An empirical validation of consumer video game engagemen... | 6 |
| EEG-triggered dynamic difficulty adjustment for multipla... | 6 |
| The influence of graphical elements on user's attention ... | 5 |
| VirtualGym: A kinect-based system for seniors exercising... | 5 |
| Behavioural realism and the activation of aggressive con... | 4 |
| Deploying learning materials to game content for serious... | 4 |
| Depth gaze and ECG based frequency dynamics during motio... | 4 |
| Practicing emotion-regulation through biofeedback on the... | 4 |
近年被他刊引用数据
| 期刊名称 | 引用次数 |
|---|---|
| ENTERTAIN COMPUT | 27 |
| INT J HUM-COMPUT ST | 11 |
| IEEE ACCESS | 9 |
| SENSORS-BASEL | 9 |
| IEEE T GAMES | 8 |
| JMIR SERIOUS GAMES | 6 |
| COMPUT EDUC | 5 |
| MULTIMED TOOLS APPL | 5 |
| APPL SCI-BASEL | 4 |
| ACM T INTERACT INTEL | 3 |