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Chapter title |
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study
|
---|---|
Chapter number | 23 |
Book title |
Advances in Human Factors in Wearable Technologies and Game Design
|
Published by |
Springer, Cham, June 2017
|
DOI | 10.1007/978-3-319-60639-2_23 |
Book ISBNs |
978-3-31-960638-5, 978-3-31-960639-2
|
Authors |
Federica Pallavicini, Ambra Ferrari, Andrea Zini, Giacomo Garcea, Andrea Zanacchi, Gabriele Barone, Fabrizia Mantovani |
Mendeley readers
The data shown below were compiled from readership statistics for 59 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
United Kingdom | 1 | 2% |
Unknown | 58 | 98% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 15 | 25% |
Student > Bachelor | 14 | 24% |
Researcher | 10 | 17% |
Student > Doctoral Student | 3 | 5% |
Lecturer > Senior Lecturer | 2 | 3% |
Other | 8 | 14% |
Unknown | 7 | 12% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 18 | 31% |
Psychology | 10 | 17% |
Engineering | 5 | 8% |
Design | 4 | 7% |
Arts and Humanities | 3 | 5% |
Other | 11 | 19% |
Unknown | 8 | 14% |