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Serious Games Development and Applications: Proceedings of the Fourth International Conference on Serious Games Development and Applications (SGDA 2013)

Overview of attention for book
Cover of 'Serious Games Development and Applications: Proceedings of the Fourth International Conference on Serious Games Development and Applications (SGDA 2013)'

Table of Contents

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    Book Overview
  2. Altmetric Badge
    Chapter 1 Emotion Recognition for Mobile Devices with a Potential Use in Serious Games for Autism Spectrum Disorder
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    Chapter 2 Dementia Games: A Literature Review of Dementia-Related Serious Games
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    Chapter 3 Training Adapted to Alzheimer Patients for Reducing Daily Activities Errors and Cognitive Decline
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    Chapter 4 SimClinic - An Auxiliary Tool for Evaluation on Clinical Case Settings
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    Chapter 5 A Kinect-Based System for Cardiopulmonary Resuscitation Simulation: A Pilot Study
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    Chapter 6 Towards a Serious Game for Trauma Treatment
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    Chapter 7 Game Design for All: The Example of Hammer and Planks
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    Chapter 8 Learning by Playing and Learning by Making
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    Chapter 9 The Table Mystery: An Augmented Reality Collaborative Game for Chemistry Education
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    Chapter 10 Enhancing the Reading Experience through User-Generated Serious Games on the MyGame-4u Platform
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    Chapter 11 Work Safety and Health Games-Based Learning
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    Chapter 12 Learning Efficacy of the ‘Hazard Recognition’ Serious Game
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    Chapter 13 Serious Gaming in Manufacturing Education
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    Chapter 14 The Rake and the X
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    Chapter 15 The Ambience Table: A Serious Gaming Interface for Aiding Sound Design
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    Chapter 16 Supporting Crisis Training with a Mobile Game System
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    Chapter 17 Serious Game for Quantum Research
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    Chapter 18 The Evaluation of Serious Games Supporting Creativity through Student Labs
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    Chapter 19 HiNTHunt – A Pervasive Game to Support and Encourage Desired Activities for New Students
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    Chapter 20 Serious Game Modules for Entertainment Games
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    Chapter 21 Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC)
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    Chapter 22 Simulating Ability: Representing Skills in Games
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    Chapter 23 Design for Transfer
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    Chapter 24 Designing Well with Others
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    Chapter 25 Serious Games Development and Applications
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    Chapter 26 Exploiting Psychological Needs to Increase Motivation for Learning
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    Chapter 27 Towards Effective Evaluation of Serious Games in Relation to Educational Objectives
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    Chapter 28 Using Learning Games to Meet Learning Objectives
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    Chapter 29 Cognitive Maps of Serious Games: An Exploratory Approach of Learners’ Representations
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    Chapter 30 A Serious Game for the Learning of Vibrotactile Feedbacks Presented under the Foot: How Many and How Fast?
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    Chapter 31 Idle Motion Synthesis of Human Head and Face in Virtual Reality Environment
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    Chapter 32 Serious Games in a European Policy Context
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (82nd percentile)
  • High Attention Score compared to outputs of the same age and source (82nd percentile)

Mentioned by

twitter
6 X users
patent
1 patent
reddit
1 Redditor

Citations

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5 Dimensions

Readers on

mendeley
218 Mendeley
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Title
Serious Games Development and Applications: Proceedings of the Fourth International Conference on Serious Games Development and Applications (SGDA 2013)
Published by
Lecture notes in computer science, January 2013
DOI 10.1007/978-3-642-40790-1
ISBNs
978-3-64-240789-5, 978-3-64-240790-1
Authors

Ma, Minhua, Oliveira, Manuel Fradinho, Petersen, Sobah, Baalsrud Hauge , Jannicke

Editors

Ma, Minhua, Oliveira, Manuel Fradinho, Petersen, Sobah, Hauge, Jannicke Baalsrud

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users 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 218 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 218 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 4 2%
Student > Master 3 1%
Student > Doctoral Student 2 <1%
Professor > Associate Professor 1 <1%
Student > Postgraduate 1 <1%
Other 0 0%
Unknown 207 95%
Readers by discipline Count As %
Computer Science 3 1%
Social Sciences 2 <1%
Psychology 2 <1%
Nursing and Health Professions 1 <1%
Arts and Humanities 1 <1%
Other 3 1%
Unknown 206 94%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 7. 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 21 January 2020.
All research outputs
#4,645,076
of 23,567,572 outputs
Outputs from Lecture notes in computer science
#1,459
of 8,153 outputs
Outputs of similar age
#48,691
of 284,632 outputs
Outputs of similar age from Lecture notes in computer science
#55
of 318 outputs
Altmetric has tracked 23,567,572 research outputs across all sources so far. Compared to these this one has done well and is in the 80th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,153 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one has done well, scoring higher than 82% of its peers.
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 284,632 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 82% of its contemporaries.
We're also able to compare this research output to 318 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 82% of its contemporaries.