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Games and Learning Alliance

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Cover of 'Games and Learning Alliance'

Table of Contents

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    Book Overview
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    Chapter 1 Energy-Efficient and Safe Driving Using a Situation-Aware Gamification Approach in Logistics
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    Chapter 2 Learning Analytics and Educational Games: Lessons Learned from Practical Experience
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    Chapter 3 Designing Games with a Purpose for Data Collection in Music Research. Emotify and Hooked: Two Case Studies
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    Chapter 4 Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files
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    Chapter 5 Generating Computational Models for Serious Gaming
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    Chapter 6 COmBI naTion: The Fusion of Serious Gaming and COBIT
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    Chapter 7 The Move Beyond Edutainment: Have We Learnt Our Lessons from Entertainment Games?
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    Chapter 8 Flooded: A Location-Based Game for Promoting Citizens’ Preparedness to Flooding Situations
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    Chapter 9 Development of a Game Engine for Accessible Web-Based Games
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    Chapter 10 FILTWAM and Voice Emotion Recognition
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    Chapter 11 Games and Learning Alliance
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    Chapter 12 An Agent Based Methodology to Design Serious Game in Social Field
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    Chapter 13 Lecture Notes in Computer Science: Beyond simulators, Using F1 Games to Predict Driver Performance, Learning and Potential
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    Chapter 14 Paths for Cognitive Rehabilitation: From Reality to Educational Software, to Serious Games, to Reality Again
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    Chapter 15 Towards an Understanding of the Relationship Between Executive Functions and Learning Outcomes from Serious Computer Games
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    Chapter 16 Flow Experience as a Quality Measure in Evaluating Physically Activating Serious Games
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    Chapter 17 A Business Simulation with an Agent-Based Deliberative Model of Consumer Behaviour
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    Chapter 18 Stealth Assessment of Teams in a Digital Game Environment
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    Chapter 19 Unveiling California History Through Serious Games: Fort Ross Virtual Warehouse
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    Chapter 20 Entrepreneurship Competence Assessment Through a Game Based Learning MOOC
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    Chapter 21 Evaluation of “Cultural Awareness – Afghanistan Pre-deployment”: A User Study
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    Chapter 22 Evaluating the Effectiveness of Serious Games for Cultural Awareness: The Icura User Study
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    Chapter 23 Beyond Gambling Temptations: An Experimental Design Project to Detoxify Players from Irresistible Illusions of Gambling
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    Chapter 24 Player-Specific Conflict Handling Ontology
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    Chapter 25 Doing Useful Work Using Games
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    Chapter 26 Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID
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    Chapter 27 An Instructional Approach for Developing Serious Games
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    Chapter 28 User Profiling: Towards a Facebook Game that Reveals Cognitive Style
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    Chapter 29 Quantitative Approach in Measuring Knowledge Convergence in Serious Games
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    Chapter 30 The 5/10 Method: A Method for Designing Educational Games
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    Chapter 31 Balancing Fidelity of Simulation Game Environments to Increase Situational Awareness Skills
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    Chapter 32 Gaming for Policy Makers: It’s Serious!
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    Chapter 33 Serious Game Design for Vehicular Language Learning Addressing Work Needs
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    Chapter 34 Harmonizing Interoperability – Emergent Serious Gaming in Playful Stochastic CAD Environments
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    Chapter 35 A Diagnostic Tool on Time Perception of Children with ADHD
Attention for Chapter 23: Beyond Gambling Temptations: An Experimental Design Project to Detoxify Players from Irresistible Illusions of Gambling
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Chapter title
Beyond Gambling Temptations: An Experimental Design Project to Detoxify Players from Irresistible Illusions of Gambling
Chapter number 23
Book title
Games and Learning Alliance
Published in
Lecture notes in computer science, October 2014
DOI 10.1007/978-3-319-12157-4_23
Book ISBNs
978-3-31-912156-7, 978-3-31-912157-4

Annamaria Andrea Vitali, Margherita Pillan, Pietro Righi Riva


Alessandro De Gloria

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 5 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 5 100%

Demographic breakdown

Readers by professional status Count As %
Unspecified 1 20%
Student > Ph. D. Student 1 20%
Professor > Associate Professor 1 20%
Researcher 1 20%
Student > Master 1 20%
Other 0 0%
Readers by discipline Count As %
Arts and Humanities 1 20%
Unspecified 1 20%
Psychology 1 20%
Neuroscience 1 20%
Design 1 20%
Other 0 0%