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Serious Games

Overview of attention for book
Cover of 'Serious Games'

Table of Contents

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    Book Overview
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    Chapter 1 eSport: Friend or Foe?
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    Chapter 2 Academic Game Design Education: A Comparative Perspective
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    Chapter 3 Making Serious Games with Reusable Software Components
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    Chapter 4 The Development of the Serious Game “Composites Cup on Tortuga” with the Support of “Kraken”
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    Chapter 5 Evaluating the Adoption of the Physical Board Game Ludo for Automated Assessments of Cognitive Abilities
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    Chapter 6 Two Decades of Traffic System Education Using the Simulation Game MOBILITY
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    Chapter 7 See Me Roar: On the Over-Positive, Cross-Cultural Response on an AR Game for Math Learning
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    Chapter 8 GAP: A G ame for Improving A wareness About P asswords
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    Chapter 9 MiniColon; Teaching Kids Computational Thinking Using an Interactive Serious Game
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    Chapter 10 Evaluation of an Augmented Reality Multiplayer Learning Game
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    Chapter 11 Prism, a Game to Promote Autism Acceptance Among Elementary School Students
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    Chapter 12 Individuals’ Variables in Cognitive Abilities Using a Narrative Serious Game
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    Chapter 13 Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab
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    Chapter 14 Predicting Learning Performance in Serious Games
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    Chapter 15 Connecting Theory and Design Through Research: Cognitive Skills Training Games
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    Chapter 16 Modeling Consumers’ Observational Learning in Digital Gaming: A Conceptual Model
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    Chapter 17 Design of a BCI Controlled Serious Game for Concentration Training
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    Chapter 18 A Concept of a Training Environment for Police Using VR Game Technology
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    Chapter 19 The Virtual House of Medusa: Guiding Museum Visitors Through a Co-located Mixed Reality Installation
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    Chapter 20 Recognition of Full-Body Movements in VR-Based Exergames Using Hidden Markov Models
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    Chapter 21 A Review of Serious Games for Programming
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    Chapter 22 Examining Approaches for Mobility Detection Through Smartphone Sensors
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    Chapter 23 Towards a More Reflective Social Media Use Through Serious Games and Co-design
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    Chapter 24 Development of a Wii Balance Board Array System for Exergames
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    Chapter 25 Building a Hybrid Approach for a Game Scenario Using a Tangible Interface in Human Robot Interaction
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    Chapter 26 Game Design Principles in a Game Programming Framework
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    Chapter 27 Making Serious Programming Games Adaptive
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    Chapter 28 The ExerCube: Participatory Design of an Immersive Fitness Game Environment
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    Chapter 29 Instant Measurement of the Difficulty Level of Exergames with Simple Uni-dimensional Level Goals for Cerebral Palsy Players
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    Chapter 30 An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders
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    Chapter 31 SmartLife – Exergames and Smart Textiles to Promote Energy-Related Behaviours Among Adolescents
Attention for Chapter 23: Towards a More Reflective Social Media Use Through Serious Games and Co-design
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Chapter title
Towards a More Reflective Social Media Use Through Serious Games and Co-design
Chapter number 23
Book title
Serious Games
Published by
Springer, Cham, November 2018
DOI 10.1007/978-3-030-02762-9_23
Book ISBNs
978-3-03-002761-2, 978-3-03-002762-9
Authors

Barbara Göbl, Dayana Hristova, Suzana Jovicic, Thomas Slunecko, Marie-France Chevron, Helmut Hlavacs, Göbl, Barbara, Hristova, Dayana, Jovicic, Suzana, Slunecko, Thomas, Chevron, Marie-France, Hlavacs, Helmut

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 7 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 7 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 29%
Researcher 1 14%
Professor 1 14%
Unknown 3 43%
Readers by discipline Count As %
Computer Science 2 29%
Arts and Humanities 1 14%
Design 1 14%
Unknown 3 43%