Paper Survey Table - Smart Mobility - role of mobile games
Description
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.
Notes
Files
chart1-PublisherAndType.png
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