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Gamification

Overview of attention for book
Attention for Chapter 10: Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds
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Citations

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13 Mendeley
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Chapter title
Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds
Chapter number 10
Book title
Gamification
Published by
Springer International Publishing, October 2016
DOI 10.1007/978-3-319-45557-0_10
Book ISBNs
978-3-31-945555-6, 978-3-31-945557-0
Authors

Răzvan Rughiniş, Cosima Rughiniş

Editors

Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 13 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 13 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 23%
Student > Bachelor 2 15%
Professor > Associate Professor 2 15%
Professor 2 15%
Student > Doctoral Student 1 8%
Other 0 0%
Unknown 3 23%
Readers by discipline Count As %
Computer Science 4 31%
Social Sciences 2 15%
Arts and Humanities 1 8%
Mathematics 1 8%
Philosophy 1 8%
Other 0 0%
Unknown 4 31%