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Transforming Learning and IT Management through Gamification

Overview of attention for book
Attention for Chapter 3: Introduction to Gamification
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Mentioned by

twitter
7 tweeters

Citations

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9 Dimensions

Readers on

mendeley
167 Mendeley
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Chapter title
Introduction to Gamification
Chapter number 3
Book title
Transforming Learning and IT Management through Gamification
Published by
Springer, Cham, January 2015
DOI 10.1007/978-3-319-18699-3_3
Book ISBNs
978-3-31-918698-6, 978-3-31-918699-3
Authors

Edmond C. Prakash, Madhusudan Rao

Twitter Demographics

The data shown below were collected from the profiles of 7 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 167 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Austria 3 2%
Switzerland 1 <1%
Colombia 1 <1%
Portugal 1 <1%
Spain 1 <1%
Unknown 160 96%

Demographic breakdown

Readers by professional status Count As %
Student > Master 53 32%
Student > Bachelor 24 14%
Student > Ph. D. Student 19 11%
Lecturer 12 7%
Student > Doctoral Student 8 5%
Other 26 16%
Unknown 25 15%
Readers by discipline Count As %
Computer Science 44 26%
Social Sciences 24 14%
Business, Management and Accounting 17 10%
Engineering 11 7%
Psychology 9 5%
Other 28 17%
Unknown 34 20%