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Video Games and Well-being
Springer International Publishing, January 2020
The data shown below were collected from the profiles of 34 tweeters who shared this research output. Click here to find out more about how the information was compiled.
|Members of the public||23||68%|
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||3||23%|
|Student > Ph. D. Student||3||23%|
|Student > Bachelor||3||23%|
|Readers by discipline||Count||As %|
|Arts and Humanities||1||8%|
|Business, Management and Accounting||1||8%|
|Medicine and Dentistry||1||8%|