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Serious Games: The Challenge

Overview of attention for book
Cover of 'Serious Games: The Challenge'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 How to Adapt Games for Learning: The Potential Role of Instructional Support
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    Chapter 2 Learning from Computer Games: A Research Review
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    Chapter 3 Massively Semiotic Ecologies and L2 Development: Gaming Cases and Issues
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    Chapter 4 A Game-Based Working Memory Intervention for Deaf Children
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    Chapter 5 Serious Gaming and Vocabulary Growth
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    Chapter 6 Gaming Behavior of Flemish Students and Their Willingness for Using Games in Education
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    Chapter 7 Effects of Mini-Games for Enhancing Multiplicative Abilities: A First Exploration
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    Chapter 8 A Look into the Future of Serious Games Technology
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    Chapter 9 One Mini-Game Is Not Like the Other: Different Opportunities to Learn Multiplication Tables
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    Chapter 10 Towards a Framework for Unraveling the Hidden Curriculum in Military Training Simulators
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    Chapter 11 PC-Based Microsimulation Improves Practical Performance in an OSCE
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    Chapter 12 Lost in La Mancha: A Mobile Serious Game Experience for Language Training
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    Chapter 13 Design of Web-Based Mini-Games for Language Learning: An Evidence-Based and User-Centred Approach
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    Chapter 14 P-III: A Player-Centered, Iterative, Interdisciplinary and Integrated Framework for Serious Game Design and Development
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    Chapter 15 deLearyous: An Interactive Application for Interpersonal Communication Training
Attention for Chapter 1: How to Adapt Games for Learning: The Potential Role of Instructional Support
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Mentioned by

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1 X user

Citations

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23 Mendeley
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Chapter title
How to Adapt Games for Learning: The Potential Role of Instructional Support
Chapter number 1
Book title
Serious Games: The Challenge
Published in
Communications in Computer and Information Science, January 2012
DOI 10.1007/978-3-642-33814-4_1
Book ISBNs
978-3-64-233813-7, 978-3-64-233814-4
Authors

Judith ter Vrugte, Ton de Jong

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user 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 23 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 4%
Unknown 22 96%

Demographic breakdown

Readers by professional status Count As %
Student > Master 5 22%
Researcher 5 22%
Student > Ph. D. Student 4 17%
Student > Postgraduate 2 9%
Student > Bachelor 2 9%
Other 4 17%
Unknown 1 4%
Readers by discipline Count As %
Computer Science 10 43%
Social Sciences 5 22%
Psychology 1 4%
Philosophy 1 4%
Unknown 6 26%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. 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 09 October 2012.
All research outputs
#17,732,227
of 25,992,468 outputs
Outputs from Communications in Computer and Information Science
#1
of 1 outputs
Outputs of similar age
#175,300
of 252,854 outputs
Outputs of similar age from Communications in Computer and Information Science
#1
of 1 outputs
Altmetric has tracked 25,992,468 research outputs across all sources so far. This one is in the 21st percentile – i.e., 21% of other outputs scored the same or lower than it.
So far Altmetric has tracked 1 research outputs from this source. They receive a mean Attention Score of 1.0. This one scored the same or higher as 0 of them.
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We're also able to compare this research output to 1 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them