发文分析
近年国家/地区发文量统计
| 国家/地区 | 数量 |
|---|---|
| USA | 50 |
| Australia | 31 |
| England | 24 |
| Canada | 23 |
| Finland | 13 |
| CHINA MAINLAND | 6 |
| Scotland | 6 |
| Spain | 6 |
| Denmark | 4 |
| GERMANY (FED REP GER) | 4 |
近年机构发文量统计
| 机构 | 数量 |
|---|---|
| UNIVERSITY OF MELBOURNE | 8 |
| UNIVERSITY OF SYDNEY | 8 |
| MONASH UNIVERSITY | 7 |
| UNIVERSITY OF CALIFORNIA SYSTEM | 7 |
| CONCORDIA UNIVERSITY - CANADA | 5 |
| ONTARIO TECH UNIVERSITY | 4 |
| TAMPERE UNIVERSITY | 4 |
| UNIVERSITY OF LONDON | 4 |
| PRESIDENCY UNIVERSITY, KOLKATA | 3 |
| ROYAL MELBOURNE INSTITUTE OF TECHNOLOGY (RMIT) | 3 |
近年文章引用他刊数据
| 文章名称 | 引用次数 |
|---|---|
| Anger, Fear, and Games: The Long Event of #GamerGate | 12 |
| A Sense of Belonging: Pokemon GO and Social Connectednes... | 11 |
| Playing Subaltern: Video Games and Postcolonialism | 7 |
| Morality Play: A Model for Developing Games of Moral Exp... | 6 |
| Platform Studies' Epistemic Threshold | 5 |
| Designing Games for Moral Learning and Knowledge Buildin... | 5 |
| Indie Dreams: Video Games, Creative Economy, and the Hyp... | 4 |
| What Contributes to Success in MOBA Games? An Empirical ... | 4 |
| Digital Conquerors: Minecraft and the Apologetics of Neo... | 4 |
| The Entrepreneurial Gamer: Regendering the Order of Play | 3 |
近年被他刊引用数据
| 期刊名称 | 引用次数 |
|---|---|
| GAMES CULT | 100 |
| CONVERGENCE-US | 36 |
| NEW MEDIA SOC | 13 |
| COMPUT HUM BEHAV | 10 |
| INT J COMMUN-US | 10 |
| TELEV NEW MEDIA | 10 |
| FEM MEDIA STUD | 8 |
| INT J HUM-COMPUT ST | 8 |
| J EDUC COMPUT RES | 6 |
| MEDIA CULT SOC | 6 |