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X Demographics
Mendeley readers
Chapter title |
When Items Become Victims: Brand Memory in Violent and Nonviolent Games
|
---|---|
Chapter number | 2 |
Book title |
Entertainment Computing - ICEC 2008
|
Published in |
Proceedings of the 7th International Conference on Entertainment Computing, January 2009
|
DOI | 10.1007/978-3-540-89222-9_2 |
Book ISBNs |
978-3-54-089221-2, 978-3-54-089222-9
|
Authors |
André Melzer, Brad J. Bushman, Ulrich G. Hofmann |
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.
Geographical breakdown
Country | Count | As % |
---|---|---|
Unknown | 1 | 100% |
Demographic breakdown
Type | Count | As % |
---|---|---|
Members of the public | 1 | 100% |
Mendeley readers
The data shown below were compiled from readership statistics for 20 Mendeley readers of this research output. Click here to see the associated Mendeley record.
Geographical breakdown
Country | Count | As % |
---|---|---|
Spain | 1 | 5% |
Germany | 1 | 5% |
Unknown | 18 | 90% |
Demographic breakdown
Readers by professional status | Count | As % |
---|---|---|
Student > Ph. D. Student | 3 | 15% |
Student > Master | 3 | 15% |
Student > Doctoral Student | 2 | 10% |
Lecturer | 2 | 10% |
Researcher | 2 | 10% |
Other | 4 | 20% |
Unknown | 4 | 20% |
Readers by discipline | Count | As % |
---|---|---|
Computer Science | 5 | 25% |
Business, Management and Accounting | 3 | 15% |
Psychology | 2 | 10% |
Social Sciences | 2 | 10% |
Medicine and Dentistry | 1 | 5% |
Other | 1 | 5% |
Unknown | 6 | 30% |