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Serious Games

Overview of attention for book
Cover of 'Serious Games'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Serious Games to Develop Social and Emotional Learning in Students
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    Chapter 2 Exploring Play-Learners’ Analytics in a Serious Game for Literacy Improvement
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    Chapter 3 Serious Games
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    Chapter 4 A Propriety Game-Based Learning Game as Learning Tool to Learn Object-Oriented Programming Paradigm
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    Chapter 5 Creating Authentic Experiences Within a Serious Game Context: Evaluation of Engagement and Learning
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    Chapter 6 The Use of Game World Tasks Concepts in Higher Education
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    Chapter 7 Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewing
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    Chapter 8 Using Twine as a Therapeutic Writing Tool for Creating Serious Games
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    Chapter 9 Super Alpha: Arabic Alphabet Learning Serious Game for Children with Learning Disabilities
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    Chapter 10 Building Social Awareness for Teens and Young Adults with Autism via Gamification
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    Chapter 11 Using Mobile-Based Games as a Means for the Self-treatment of Depression and Anxiety in Youth
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    Chapter 12 Design for Happiness - Positive Psychology Through Social Media Games
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    Chapter 13 Competitive vs Affiliative Design of Immersive VR Exergames
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    Chapter 14 Exploring the Value of Simulations in Plant Health in the Developing World
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    Chapter 15 Game Science or Games and Science? Towards an Epistemological Understanding of Use of Games in Scientific Fields
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    Chapter 16 Reality Reaching into Games - Weather as a Dynamic Link to Real-World Streams of Information
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    Chapter 17 Augmented Reality and Gamification in Heritage Museums
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    Chapter 18 The RAGE Software Asset Model and Metadata Model
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    Chapter 19 Framing Activity-Based Narrative in Serious Games Play-Grounds Through Objective and Motive
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    Chapter 20 A Concurrent Think Aloud Study of Engagement and Usability in a Serious Game
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    Chapter 21 Rhythmic Entrainment in Games
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    Chapter 22 Crowdsourcing, Communities and Social Identities: Using Citizen Science to Combat Online Toxicity
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    Chapter 23 Cross-Domain Interactive Composition in Music
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    Chapter 24 Choose Your Own Uni Adventure: An Orientation and Transition Game
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    Chapter 25 Classification of Isometric Playing Fields and Arenas in Geomorphic Tabletop War Games
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    Chapter 26 Virtual Reality MRI Experience for Children
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    Chapter 27 A Conflict Resolution Intelligent System for Informed Strategy Expert (CRISIS-Expert)
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    Chapter 28 La Petite Mort
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    Chapter 29 Transmission
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    Chapter 30 Blown Away (Sydney 365, 2014)
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    Chapter 31 Coming Through
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    Chapter 32 Arty Swirly Colourful
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    Chapter 33 VR-Rides: Interactive VR Games for Health
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    Chapter 34 VR Immersive Slow Reef Experience
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    Chapter 35 A Game of Horseshoes for the Ineffectual Martyr 2.0
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    Chapter 36 DE.FORM
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Title
Serious Games
Published by
Springer International Publishing, January 2016
DOI 10.1007/978-3-319-45841-0
ISBNs
978-3-31-945840-3, 978-3-31-945841-0
Editors

Tim Marsh, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Stefan Göbel

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 22 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 22 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 6 27%
Student > Bachelor 5 23%
Student > Master 4 18%
Student > Doctoral Student 2 9%
Professor 1 5%
Other 1 5%
Unknown 3 14%
Readers by discipline Count As %
Computer Science 10 45%
Arts and Humanities 2 9%
Engineering 2 9%
Linguistics 2 9%
Business, Management and Accounting 1 5%
Other 2 9%
Unknown 3 14%