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Videogame Sciences and Arts

Overview of attention for book
Cover of 'Videogame Sciences and Arts'

Table of Contents

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    Book Overview
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    Chapter 1 First-Person Refugee Games: Ludonarrative Strategies for Playing the Stories of Refugees and Asylum Seekers
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    Chapter 2 Games Within Games
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    Chapter 3 MPF Framework: An Aesthetic and Phenomenological Approach to Ludic Difficulty in Video Games
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    Chapter 4 Rules of Videogames and Controls in Digital Societies
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    Chapter 5 Towards a Tabletop Gaming Motivations Inventory (TGMI)
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    Chapter 6 Back in the Game
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    Chapter 7 Design of a Collaborative Tabletop Game for Civic Engagement: Serious Games in Rural India
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    Chapter 8 Supporting the Game Construction Process: Development of Artefacts in the Context of a Toolkit to Game Design
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    Chapter 9 The Portuguese eSports Ecosystem: An Exploratory Approach
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    Chapter 10 Game Design Decisions and Communication Theories Applied to eSports: A Literature Review
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    Chapter 11 How Society’s Negative View of Videogames Can Discourage Brands from Sponsoring eSports
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    Chapter 12 Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario
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    Chapter 13 Broad Environmental Change Blindness in Virtual Environments and Video Games
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    Chapter 14 Virtual Reality Arcades: A Study on Usage Habits with Emphasis on Digital Gaming
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    Chapter 15 Jizo: A Gamified Digital App for Senior Cyclo-Tourism in the miOne Community
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    Chapter 16 Gamification for Graphic Education: A Case Study on Innovative Methodology
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    Chapter 17 Personalized Game Reviews
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    Chapter 18 The Symbolic Labyrinth in the Mythogame: The Axes Minos-Daedalus and Theseus-Minotaur in the Contemporary Video Game
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    Chapter 19 Classifying Multiplayer Hybrid Games to Identify Diverse Player Participation
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    Chapter 20 E.T. Phone Home, or from Pit to Surface: Intersections Between Archaeology and Media Archaeology
Overall attention for this book and its chapters
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Mentioned by

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17 tweeters

Readers on

mendeley
12 Mendeley
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Title
Videogame Sciences and Arts
Published by
Springer International Publishing, March 2020
DOI 10.1007/978-3-030-37983-4
ISBNs
978-3-03-037982-7, 978-3-03-037983-4
Editors

Zagalo, Nelson, Veloso, Ana Isabel, Costa, Liliana, Mealha, Óscar

Twitter Demographics

The data shown below were collected from the profiles of 17 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 12 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 12 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 3 25%
Professor > Associate Professor 2 17%
Student > Ph. D. Student 2 17%
Student > Master 2 17%
Student > Doctoral Student 1 8%
Other 1 8%
Unknown 1 8%
Readers by discipline Count As %
Arts and Humanities 2 17%
Design 2 17%
Computer Science 2 17%
Psychology 2 17%
Social Sciences 1 8%
Other 2 17%
Unknown 1 8%