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handle: 10400.22/20278
Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects [...]
Multiplayer games, n/a, Learning process, Electronic computers. Computer science, Serious Games, Gamification in Education, QA75.5-76.95, Game-Based Learning
Multiplayer games, n/a, Learning process, Electronic computers. Computer science, Serious Games, Gamification in Education, QA75.5-76.95, Game-Based Learning
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 47 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 1% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 1% |
| views | 28 | |
| downloads | 81 |

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