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Games for Training, Education, Health and Sports

Overview of attention for book
Cover of 'Games for Training, Education, Health and Sports'

Table of Contents

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    Book Overview
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    Chapter 1 How Computer Games Can Improve Your Health and Fitness
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    Chapter 2 Game-Based IT Solutions for Active and Healthy Aging
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    Chapter 3 Cat King’s Metamorphosis
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    Chapter 4 Narrative Serious Game Mechanics (NSGM) – Insights into the Narrative-Pedagogical Mechanism
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    Chapter 5 Video Game Personalization via Social Media Participation
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    Chapter 6 A Case Study of a Learning Game about the Internet
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    Chapter 7 Word Domination
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    Chapter 8 Dynamically Adaptive Educational Games: A New Perspective
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    Chapter 9 A Serious Game for Public Engagement in Synthetic Biology
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    Chapter 10 Story Maker
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    Chapter 11 Teaching the Achiever, Explorer, Socializer, and Killer – Gamification in University Education
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    Chapter 12 Social Integration of Stroke Patients through the Multiplayer Rehabilitation Gaming System
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    Chapter 13 Dynamic Difficulty Adaptation in Serious Games for Motor Rehabilitation
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    Chapter 14 Personalized Adaptive Control of Training Load in Exergames from a Sport-Scientific Perspective
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    Chapter 15 Creating Age-Specific Interactive Environments about Medical Treatments for Children and Adolescent Patients Diagnosed with Cancer
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    Chapter 16 Mobile Learning and Games: Experiences with Mobile Games Development for Children and Teenagers Undergoing Oncological Treatment
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    Chapter 17 Evoking and Measuring Arousal in Game Settings
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    Chapter 18 Serious Games for Solving Protein Sequence Alignments - Combining Citizen Science and Gaming
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    Chapter 19 Serious Game Mechanics, Workshop on the Ludo-Pedagogical Mechanism
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    Chapter 20 QuizeRo - Recipe for a Successful QR-Code Scavenger Hunt
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    Chapter 21 StoryTec and StoryPlay as Tools for Adaptive Game-Based Learning Research
Attention for Chapter 7: Word Domination
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Citations

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Readers on

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16 Mendeley
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Chapter title
Word Domination
Chapter number 7
Book title
Games for Training, Education, Health and Sports
Published by
Springer International Publishing, January 2014
DOI 10.1007/978-3-319-05972-3_7
Book ISBNs
978-3-31-905971-6, 978-3-31-905972-3
Authors

Philip Mildner, Christopher Campbell, Wolfgang Effelsberg

Editors

Stefan Göbel, Josef Wiemeyer

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 16 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Germany 3 19%
Unknown 13 81%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 4 25%
Researcher 3 19%
Student > Doctoral Student 2 13%
Other 2 13%
Student > Master 2 13%
Other 2 13%
Unknown 1 6%
Readers by discipline Count As %
Computer Science 7 44%
Social Sciences 3 19%
Psychology 2 13%
Unspecified 1 6%
Arts and Humanities 1 6%
Other 1 6%
Unknown 1 6%