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The Gamification of Augmented Reality Art
Augmented Reality Games II
Springer, Cham, January 2019
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.
|Readers by professional status||Count||As %|
|Student > Master||4||31%|
|Student > Ph. D. Student||3||23%|
|Student > Bachelor||2||15%|
|Readers by discipline||Count||As %|
|Business, Management and Accounting||1||8%|
|Medicine and Dentistry||1||8%|