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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

  1. Altmetric Badge
    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
  26. Altmetric Badge
    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
Attention for Chapter 25: Serious Games Development and Applications
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Chapter title
Serious Games Development and Applications
Chapter number 25
Book title
Serious Games Development and Applications
Published in
Lecture notes in computer science, January 2013
DOI 10.1007/978-3-642-40790-1_25
Book ISBNs
978-3-64-240789-5, 978-3-64-240790-1
Authors

Sisarica, A., Maiden, N., Anja Sisarica, Neil Maiden, Sisarica, Anja, Maiden, Neil

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 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 21 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 1 5%
Unknown 20 95%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 5 24%
Student > Master 4 19%
Lecturer 3 14%
Student > Bachelor 2 10%
Unspecified 1 5%
Other 2 10%
Unknown 4 19%
Readers by discipline Count As %
Computer Science 5 24%
Social Sciences 4 19%
Arts and Humanities 2 10%
Unspecified 1 5%
Psychology 1 5%
Other 3 14%
Unknown 5 24%
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 27 September 2017.
All research outputs
#20,941,392
of 23,577,654 outputs
Outputs from Lecture notes in computer science
#7,008
of 8,143 outputs
Outputs of similar age
#252,998
of 284,930 outputs
Outputs of similar age from Lecture notes in computer science
#291
of 317 outputs
Altmetric has tracked 23,577,654 research outputs across all sources so far. This one is in the 1st percentile – i.e., 1% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,143 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one is in the 1st percentile – i.e., 1% 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 284,930 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 1st percentile – i.e., 1% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 317 others from the same source and published within six weeks on either side of this one. This one is in the 1st percentile – i.e., 1% of its contemporaries scored the same or lower than it.