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Games and Learning Alliance

Overview of attention for book
Cover of 'Games and Learning Alliance'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 A Model-Driven Framework for Educational Game Design
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    Chapter 2 Steps to Design a Household Energy Game
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    Chapter 3 D-CITE - A Serious Game to Analyze Complex Decision-Making in Air Traffic Management
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    Chapter 4 What Serious Game Studios Want from ICT Research: Identifying Developers’ Needs
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    Chapter 5 The Double-Effect Approach to Serious Games in Higher Education: Students Designing and Developing Serious Games for Other Students
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    Chapter 6 Instructions and Feedback in Connection with the Duration and the Level of Difficulty of a Serious Game
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    Chapter 7 Learning and Designing with Serious Games: Crowdsourcing for Procurement
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    Chapter 8 Development of Mobile Serious Game for Self-assessment as Base for a Game-Editor for Teachers
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    Chapter 9 Path of Trust: A Prosocial Co-op Game for Building up Trustworthiness and Teamwork
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    Chapter 10 Digital Game Design as a Complex Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical Thinking
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    Chapter 11 Social Practices for Social Driven Conversations in Serious Games
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    Chapter 12 A Comparison of Methodological Frameworks for Digital Learning Game Design
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    Chapter 13 Immersive Technologies and Natural Interaction to Improve Serious Games Engagement
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    Chapter 14 Voluntary Play in Serious Games
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    Chapter 15 Game and Learning Mechanics Under the Perspective of Self-determination Theory for Supporting Motivation in Digital Game Based Learning
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    Chapter 16 Mobile Game Based Learning Based on Adaptive Curricula and Location Change
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    Chapter 17 A Design Framework for Experiential History Games
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    Chapter 18 Teaching Statistics and Risk Management with Card Games
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    Chapter 19 Simulation-Based Serious Games for Science Education in Elementary and Middle Schools
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    Chapter 20 English Vocabulary Learning System Based on Repetitive Learning and Rate-Matching Rule
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    Chapter 21 An Information Theoretic Approach for Measuring Data Discovery and Utilization During Analytical and Decision-Making Processes
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    Chapter 22 Collecting Human Habit Datasets for Smart Spaces Through Gamification and Crowdsourcing
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    Chapter 23 Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning Outcomes
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    Chapter 24 Supporting Collaborative Serious Game Studies Online
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    Chapter 25 Interesting, but not Necessarily Effective: Testing a Serious Game with Socially Disadvantaged Children
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    Chapter 26 Involving Cognitively Disabled Young People in Focused Mini SGs Design: A Case Study
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    Chapter 27 Read, Play and Learn: An Interactive E-book for Children with Autism
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    Chapter 28 MindSpace: Treating Anxiety Disorders in Children with a CBT Game
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    Chapter 29 Development and Testing of a Serious Game for the Elderly (Title: ‘Paldokangsan3’)
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    Chapter 30 Assistance for Older Adults in Serious Game Using an Interactive System
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    Chapter 31 Padua Rehabilitation Tool: A Pilot Study on Patients with Dementia
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    Chapter 32 Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises
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    Chapter 33 Gamification of a Truck-Driving Simulator for the Care of People Suffering from Post-Traumatic Stress Disorder
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    Chapter 34 Challenges for Serious Game Design
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    Chapter 35 Virtual Patients for Knowledge Sharing and Clinical Practice Training: A Gamified Approach
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    Chapter 36 Gamified Platform for Physical and Cognitive Rehabilitation
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    Chapter 37 No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games
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    Chapter 38 N.O.T.E.: Note Over The Edge
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    Chapter 39 Smash! Sport Participation and Commitment by Game Design
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    Chapter 40 Engagement Mechanisms for Social Machines
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    Chapter 41 Transportation Services Game: A Practical Tool to Teach Outsourcing Concepts on Logistics
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    Chapter 42 The Absolute and Social Comparative Analysis of Driver Performance on a Simulated Road Network
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    Chapter 43 A Smart Mobility Serious Game Concept and Business Development Study
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    Chapter 44 ProtoWorld –A Simulation Based Gaming Environment to Model and Plan Urban Mobility
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    Chapter 45 The Role of Surprise in Game-Based Learning for Mathematics
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    Chapter 46 iPlayAStory: A Language Learning Platform for Interactive Story-Telling
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    Chapter 47 Co-design of a Game to Support Increased Manufacturing Insight and Interest Among Teenagers and Young Adults
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    Chapter 48 Stop the Mob! Pre-service Teachers Designing a Serious Game to Challenge Bullying
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    Chapter 49 Design and Implementation of the Jomini Engine: Towards a Historical Massively Multiplayer Online Role-Playing Game
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    Chapter 50 Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach
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    Chapter 51 Get It Right! Introducing a Framework for Integrating Validation in Applied Game Design
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    Chapter 52 Design of “TRASH TREASURE”, a Characters-Based Serious Game for Environmental Education
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    Chapter 53 A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social Network
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    Chapter 54 A Comparison of Film and Computer Generated Imagery Medium for the Learning of Chimpanzee Behaviours
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    Chapter 55 The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review
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    Chapter 56 EEG Assessment of Surprise Effects in Serious Games
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    Chapter 57 FRAGGLE: A FRamework for AGile Gamification of Learning Experiences
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    Chapter 58 Realizing an Applied Gaming Ecosystem: Towards Supporting Service-Based Innovation Knowledge Management and Transfer
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    Chapter 59 Towards Modding and Reengineering Digital Games for Education
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    Chapter 60 Approaches to Gaming the Future: Planning a Foresight Game on Circular Economy
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (90th percentile)
  • High Attention Score compared to outputs of the same age and source (84th percentile)

Mentioned by

news
1 news outlet
twitter
7 X users
facebook
2 Facebook pages

Citations

dimensions_citation
5 Dimensions

Readers on

mendeley
70 Mendeley
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Title
Games and Learning Alliance
Published by
Lecture notes in computer science, January 2016
DOI 10.1007/978-3-319-40216-1
ISBNs
978-3-31-940215-4, 978-3-31-940216-1
Editors

Alessandro De Gloria, Remco Veltkamp

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 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 70 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 70 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 11 16%
Student > Bachelor 9 13%
Lecturer 8 11%
Student > Ph. D. Student 6 9%
Researcher 5 7%
Other 7 10%
Unknown 24 34%
Readers by discipline Count As %
Computer Science 17 24%
Engineering 7 10%
Arts and Humanities 4 6%
Social Sciences 3 4%
Medicine and Dentistry 3 4%
Other 10 14%
Unknown 26 37%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 15. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 28 April 2023.
All research outputs
#2,319,225
of 24,996,701 outputs
Outputs from Lecture notes in computer science
#407
of 8,155 outputs
Outputs of similar age
#38,937
of 404,941 outputs
Outputs of similar age from Lecture notes in computer science
#90
of 581 outputs
Altmetric has tracked 24,996,701 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 90th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,155 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.2. This one has done particularly well, scoring higher than 95% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 404,941 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 90% of its contemporaries.
We're also able to compare this research output to 581 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 84% of its contemporaries.