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Entertainment Computing - ICEC 2016

Overview of attention for book
Cover of 'Entertainment Computing - ICEC 2016'

Table of Contents

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    Book Overview
  2. Altmetric Badge
    Chapter 1 Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
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    Chapter 2 The Challenge to Nurture Challenge
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    Chapter 3 Game System of Coordination Skills Training for Elderly People
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    Chapter 4 A Grammar-Based Framework for Rehabilitation Exergames
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    Chapter 5 Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Interpersonal and Evaluative Stressors
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    Chapter 6 Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners
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    Chapter 7 Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
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    Chapter 8 How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2
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    Chapter 9 EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
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    Chapter 10 Evaluating Experiences in Different Virtual Reality Setups
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    Chapter 11 Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful-Consumption Experiences
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    Chapter 12 Avatar Density Based Client Assignment
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    Chapter 13 A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming
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    Chapter 14 Anyboard: A Platform for Hybrid Board Games
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    Chapter 15 Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt Set
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    Chapter 16 The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
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    Chapter 17 Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions
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    Chapter 18 Little Fitness Dragon: A Gamified Activity Tracker
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    Chapter 19 Promoting Stretching Activity with Smartwatch - A Pilot Study
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    Chapter 20 Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
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    Chapter 21 Mindtraining: Playful Interaction Techniques for People with Dementia
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    Chapter 22 User Interface Prototyping for Handheld Mobile Augmented Reality Applications
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    Chapter 23 Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games
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    Chapter 24 Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach
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    Chapter 25 A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
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    Chapter 26 Geometric Representations for Subjective Time in Digital Narratives
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    Chapter 27 Productive Gaming
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    Chapter 28 Solving the Sophistication-Population Paradox of Game Refinement Theory
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    Chapter 29 Cultural Visualisation of a Cultural Photographic Collection in 3D Environments – Development of ‘PAV 3D’ (Photographic Archive Visualisation)
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    Chapter 30 Enrichment of Story Reading with Digital Media
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    Chapter 31 Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game
Overall attention for this book and its chapters
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (71st percentile)
  • Good Attention Score compared to outputs of the same age and source (69th percentile)

Mentioned by

5 tweeters
1 Facebook page

Readers on

39 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Entertainment Computing - ICEC 2016
Published by
Lecture notes in computer science, January 2016
DOI 10.1007/978-3-319-46100-7
978-3-31-946099-4, 978-3-31-946100-7

Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang

Twitter Demographics

The data shown below were collected from the profiles of 5 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 39 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 39 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 9 23%
Student > Ph. D. Student 6 15%
Student > Bachelor 4 10%
Student > Postgraduate 3 8%
Researcher 3 8%
Other 8 21%
Unknown 6 15%
Readers by discipline Count As %
Computer Science 15 38%
Design 4 10%
Engineering 4 10%
Business, Management and Accounting 3 8%
Arts and Humanities 2 5%
Other 3 8%
Unknown 8 21%

Attention Score in Context

This research output has an Altmetric Attention Score of 5. 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 20 August 2019.
All research outputs
of 15,685,637 outputs
Outputs from Lecture notes in computer science
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Outputs of similar age
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Outputs of similar age from Lecture notes in computer science
of 158 outputs
Altmetric has tracked 15,685,637 research outputs across all sources so far. This one has received more attention than most of these and is in the 74th percentile.
So far Altmetric has tracked 7,595 research outputs from this source. They receive a mean Attention Score of 4.5. This one has done well, scoring higher than 77% 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 270,667 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 71% of its contemporaries.
We're also able to compare this research output to 158 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 69% of its contemporaries.