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This table (CSV File) compiles the papers reviewed for the survey paper "Smart Mobility, the role of Mobile Games" presented at the 8th Serious Games Development & Applications (SGDA 2017) conference. It compiles 140 documents read and described to understand the role of mobile games in the promotion of smart mobility, especially based on urban cycling. The images provide relevant insights of the survey and support the analysis of the survey paper they are briefly described as follows: Chart 1: Number of papers classified by publisher and type of publication reported. Chart 2: Number of participants classified by type of publication reported. Chart 3: Number of papers classified by the method reported and the number of citations. Chart 4: Number of papers reporting cycling classified by type of motivation used for gamification strategies Chart 5: Number of papers reporting cycling classified by device and location technology reported The following is a short explanation of each of the columns of the table and its contents, self-explanatory titles are omitted. Database: source or publisher of the paper Type: description of the kind of publication between conference paper, book chapter, or journal paper. Oldest Reference: year of publication of the oldest reference cited in the paper. Newest Reference: year of publication of the newest reference cited in the paper. Citation: Classification of the number of citations that the paper has. Values: none, 1-5, 5-10, +10. Participants: Classification of the number of participants that the paper reports. Values: none, 1-5, 5-10, +10. Method Description: Short description of the method reported by the paper. Reported Method: Classification of the reported method of the paper in three main categories. Design, Experiment / Test, Literature review, Survey. Gamification - Motivation: Classification of the sources of motivation reported. Values: Intrinsic Motivation, Extrinsic Motivation, Mixed. Gamification - Negative Issues: Filled when the paper is reporting the analysis of negative consequences of using gamification: Gamification: Classification of the kind of technique reported. Values: Gamified, not Gamified Device and Location Usage: Classification of the use of mobile devices, wearables and location technologies. Values: No device, Device enabled, Mobile and location enabled, Device and location enabled. App Name: The name of the application reported by the paper when it exists.
The survey was made over the following repositories: SpringerLink, ScienceDirect, IEEEXplore, and Scopus. Selected papers were available online in February 2017, and published between 2014 and 2017
Serious Games, Urban Cycling, Geospatial, Geo-C, Gamification, Smart Mobility
Serious Games, Urban Cycling, Geospatial, Geo-C, Gamification, Smart Mobility
| 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). | 1 | |
| 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. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
| views | 10 | |
| downloads | 1 |

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