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Gamification, Digitalisierung und Industrie 4.0

Overview of attention for book
Attention for Chapter 2: Dreiklang der Innovationen und Bedeutung der Games Industry für andere Branchen
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Readers on

mendeley
4 Mendeley
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Chapter title
Dreiklang der Innovationen und Bedeutung der Games Industry für andere Branchen
Chapter number 2
Book title
Gamification, Digitalisierung und Industrie 4.0
Published by
Springer Gabler, Wiesbaden, January 2018
DOI 10.1007/978-3-658-19865-7_2
Book ISBNs
978-3-65-819864-0, 978-3-65-819865-7
Authors

Lutz Anderie

Timeline

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 4 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 50%
Student > Bachelor 1 25%
Student > Ph. D. Student 1 25%
Readers by discipline Count As %
Business, Management and Accounting 1 25%
Economics, Econometrics and Finance 1 25%
Engineering 1 25%
Unknown 1 25%