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Serious Games

Overview of attention for book
Cover of 'Serious Games'

Table of Contents

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    Book Overview
  2. Altmetric Badge
    Chapter 1 Designing for Positive and Serious Experience: Devices for Creativity, Engagement, Reflection and Learning
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    Chapter 2 Participatory Game Design for the INTERACCT Serious Game for Health
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    Chapter 3 Design and Development of Sur-Face: An interactive mobile app for educating patients regarding corrective surgery of facial deformities
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    Chapter 4 ALFRED Back Trainer: Conceptualization of a Serious Game-Based Training System for Low Back Pain Rehabilitation Exercises
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    Chapter 5 From Game Characteristics to Effective Learning Games
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    Chapter 6 Educational Opportunities of a Social Network Game - A Review of Possible Learning Outcomes
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    Chapter 7 Blitzmerker: Learning Idioms with a Mobile Game
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    Chapter 8 Bringing Biome Exploration into the Classroom Through Interactive Tablet Experiences
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    Chapter 9 A Hypothesis of Brain-to-Brain Coupling in Interactive New Media Art and Games Using Brain-Computer Interfaces
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    Chapter 10 Literary Play: Locative Game Mechanics and Narrative Techniques for Cultural Heritage
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    Chapter 11 Casanova: A Simple, High-Performance Language for Game Development
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    Chapter 12 iATTAC: A System for Autonomous Agents and Dynamic Social Interactions – The Architecture
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    Chapter 13 Why Is This So Hard? Insights from the State Space of a Simple Board Game
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    Chapter 14 Social Network Analysis and Gaming: Survey of the Current State of Art
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    Chapter 15 Prevention in Addiction: Using Serious Games to (re)train Cognition in Dutch Adolescents
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    Chapter 16 “How to Fail Your Research Degree”
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    Chapter 17 LiverDefense: An Educational Tower Defense Game as an Evaluation Platform
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    Chapter 18 Combining the Virtual and Physical Interaction Environment
Attention for Chapter 6: Educational Opportunities of a Social Network Game - A Review of Possible Learning Outcomes
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Chapter title
Educational Opportunities of a Social Network Game - A Review of Possible Learning Outcomes
Chapter number 6
Book title
Serious Games
Published in
Lecture notes in computer science, February 2016
DOI 10.1007/978-3-319-19126-3_6
Book ISBNs
978-3-31-919125-6, 978-3-31-919126-3
Authors

Heinrich Söbke, Jörg Londong

Editors

Stefan Göbel, Minhua Ma, Jannicke Baalsrud Hauge, Manuel Fradinho Oliveira, Josef Wiemeyer, Viktor Wendel

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 12 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 1 8%
Austria 1 8%
Unknown 10 83%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 25%
Researcher 2 17%
Unspecified 1 8%
Student > Bachelor 1 8%
Student > Doctoral Student 1 8%
Other 0 0%
Unknown 4 33%
Readers by discipline Count As %
Social Sciences 3 25%
Computer Science 2 17%
Unspecified 1 8%
Economics, Econometrics and Finance 1 8%
Arts and Humanities 1 8%
Other 0 0%
Unknown 4 33%
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 10 February 2016.
All research outputs
#18,438,457
of 22,844,985 outputs
Outputs from Lecture notes in computer science
#6,012
of 8,126 outputs
Outputs of similar age
#290,267
of 400,522 outputs
Outputs of similar age from Lecture notes in computer science
#405
of 532 outputs
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So far Altmetric has tracked 8,126 research outputs from this source. They receive a mean Attention Score of 5.0. This one is in the 14th percentile – i.e., 14% of its peers scored the same or lower than it.
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We're also able to compare this research output to 532 others from the same source and published within six weeks on either side of this one. This one is in the 13th percentile – i.e., 13% of its contemporaries scored the same or lower than it.