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Making Smart Cities More Playable

Overview of attention for book
Making Smart Cities More Playable
Springer Singapore

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Playful Introduction on “Making Smart Cities More Playable”
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    Chapter 2 Citizens of Play: Revisiting the Relationship Between Playable and Smart Cities
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    Chapter 3 Reappropriating, Reconfiguring and Augmenting the Smart City Through Play
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    Chapter 4 Critical Playable Cities
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    Chapter 5 The Sustainable Playable City: Making Way for the Playful Citizen
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    Chapter 6 From Smart City to Smart Engagement: Exploring Digital and Physical Interactions for Playful City-Making
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    Chapter 7 Beta Blocks: Inviting Playful Community Exploration of Smart City Technologies in Boston, USA
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    Chapter 8 Playful and Playable Lighting in Smart Cities: Towards a Holistic Framework of Design
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    Chapter 9 Saving Face: Shared Experience and Dialogue on Social Touch, in Playful Smart Public Space
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    Chapter 10 The DigiPhysical Playscape
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    Chapter 11 Towards Eco-Centric Interaction: Urban Playful Interventions in the Anthropocene
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    Chapter 12 Interactive Narrative Design for Geographically Dispersed Points of Interest
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    Chapter 13 A Game-Based Service to Mitigate the Risk of Inundations Caused by Solid Waste Accumulation
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    Chapter 14 Levelling Playing Fields, A Nomadic Play Design
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    Chapter 15 ‘Forget Your Gadget, Let’s Play Outside!’: Traditional Play in Jakarta, Indonesia
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    Chapter 16 City Residents as Videogame Characters in Smart Urban Environments
Overall attention for this book and its chapters
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (95th percentile)

Mentioned by

news
5 news outlets
twitter
8 X users

Citations

dimensions_citation
18 Dimensions

Readers on

mendeley
8 Mendeley
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Title
Making Smart Cities More Playable
Published by
Gaming Media and Social Effects, January 2020
DOI 10.1007/978-981-13-9765-3
ISBNs
978-9-81-139764-6, 978-9-81-139765-3
Editors

Anton Nijholt

Timeline

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X Demographics

X Demographics

The data shown below were collected from the profiles of 8 X users who shared this research output. Click here to find out more about how the information was compiled.
As of 1 July 2024, you may notice a temporary increase in the numbers of X profiles with Unknown location. Click here to learn more.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 8 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 8 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 5 63%
Other 1 13%
Student > Master 1 13%
Unknown 1 13%
Readers by discipline Count As %
Environmental Science 1 13%
Computer Science 1 13%
Energy 1 13%
Social Sciences 1 13%
Engineering 1 13%
Other 1 13%
Unknown 2 25%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 48. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 03 January 2024.
All research outputs
#925,902
of 26,459,924 outputs
Outputs from Gaming Media and Social Effects
#1
of 16 outputs
Outputs of similar age
#22,044
of 484,040 outputs
Outputs of similar age from Gaming Media and Social Effects
#1
of 1 outputs
Altmetric has tracked 26,459,924 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 96th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 16 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.8. This one scored the same or higher as 15 of them.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 484,040 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 95% of its contemporaries.
We're also able to compare this research output to 1 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them