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Games for Training, Education, Health and Sports

Overview of attention for book
Cover of 'Games for Training, Education, Health and Sports'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 How Computer Games Can Improve Your Health and Fitness
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    Chapter 2 Game-Based IT Solutions for Active and Healthy Aging
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    Chapter 3 Cat King’s Metamorphosis
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    Chapter 4 Narrative Serious Game Mechanics (NSGM) – Insights into the Narrative-Pedagogical Mechanism
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    Chapter 5 Video Game Personalization via Social Media Participation
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    Chapter 6 A Case Study of a Learning Game about the Internet
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    Chapter 7 Word Domination
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    Chapter 8 Dynamically Adaptive Educational Games: A New Perspective
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    Chapter 9 A Serious Game for Public Engagement in Synthetic Biology
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    Chapter 10 Story Maker
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    Chapter 11 Teaching the Achiever, Explorer, Socializer, and Killer – Gamification in University Education
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    Chapter 12 Social Integration of Stroke Patients through the Multiplayer Rehabilitation Gaming System
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    Chapter 13 Dynamic Difficulty Adaptation in Serious Games for Motor Rehabilitation
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    Chapter 14 Personalized Adaptive Control of Training Load in Exergames from a Sport-Scientific Perspective
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    Chapter 15 Creating Age-Specific Interactive Environments about Medical Treatments for Children and Adolescent Patients Diagnosed with Cancer
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    Chapter 16 Mobile Learning and Games: Experiences with Mobile Games Development for Children and Teenagers Undergoing Oncological Treatment
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    Chapter 17 Evoking and Measuring Arousal in Game Settings
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    Chapter 18 Serious Games for Solving Protein Sequence Alignments - Combining Citizen Science and Gaming
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    Chapter 19 Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism
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    Chapter 20 QuizeRo - Recipe for a Successful QR-Code Scavenger Hunt
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    Chapter 21 StoryTec and StoryPlay as Tools for Adaptive Game-Based Learning Research
Attention for Chapter 2: Game-Based IT Solutions for Active and Healthy Aging
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About this Attention Score

  • Average Attention Score compared to outputs of the same age

Mentioned by

twitter
1 X user

Citations

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4 Dimensions

Readers on

mendeley
49 Mendeley
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Chapter title
Game-Based IT Solutions for Active and Healthy Aging
Chapter number 2
Book title
Games for Training, Education, Health and Sports
Published in
Lecture notes in computer science, April 2014
DOI 10.1007/978-3-319-05972-3_2
Book ISBNs
978-3-31-905971-6, 978-3-31-905972-3
Authors

Mario Drobics, Stuart Smith, Stefan Göbel, Josef Wiemeyer

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

Geographical breakdown

Country Count As %
Mexico 1 2%
Colombia 1 2%
Brazil 1 2%
Unknown 46 94%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 11 22%
Student > Ph. D. Student 9 18%
Researcher 6 12%
Professor 5 10%
Student > Master 4 8%
Other 11 22%
Unknown 3 6%
Readers by discipline Count As %
Computer Science 17 35%
Engineering 13 27%
Nursing and Health Professions 3 6%
Psychology 3 6%
Arts and Humanities 1 2%
Other 6 12%
Unknown 6 12%
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 03 April 2014.
All research outputs
#15,298,293
of 22,751,628 outputs
Outputs from Lecture notes in computer science
#4,648
of 8,126 outputs
Outputs of similar age
#133,009
of 226,111 outputs
Outputs of similar age from Lecture notes in computer science
#41
of 88 outputs
Altmetric has tracked 22,751,628 research outputs across all sources so far. This one is in the 22nd percentile – i.e., 22% of other outputs scored the same or lower than it.
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 27th percentile – i.e., 27% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 226,111 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 31st percentile – i.e., 31% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 88 others from the same source and published within six weeks on either side of this one. This one is in the 28th percentile – i.e., 28% of its contemporaries scored the same or lower than it.