Title |
How to Define Games and Why We Need to
|
---|---|
Published in |
The Computer Games Journal, May 2019
|
DOI | 10.1007/s40869-019-00080-6 |
Authors |
Jonne Arjoranta |
X Demographics
The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Geographical breakdown
Country | Count | As % |
---|---|---|
Japan | 1 | 33% |
Unknown | 2 | 67% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 3 | 100% |
Mendeley readers
The data shown below were compiled from readership statistics for 195 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 195 | 100% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Bachelor | 37 | 19% |
Student > Master | 15 | 8% |
Researcher | 9 | 5% |
Student > Ph. D. Student | 6 | 3% |
Student > Postgraduate | 5 | 3% |
Other | 20 | 10% |
Unknown | 103 | 53% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 33 | 17% |
Psychology | 11 | 6% |
Social Sciences | 10 | 5% |
Arts and Humanities | 9 | 5% |
Design | 6 | 3% |
Other | 24 | 12% |
Unknown | 102 | 52% |