587 | -- | 595 | Marion A. Hersh, Barbara Leporini. Editorial: Serious games, education and inclusion for disabled people |
596 | -- | 607 | Joni Lämsä, Raija Hämäläinen, Mikko Aro, Raine Koskimaa, Sanna-Mari Äyrämö. Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learning disabilities |
608 | -- | 619 | George Giannakopoulos, Nicolas-Alexander Tatlas, Vassilios Giannakopoulos, Andreas Floros, Philippos Katsoulis. Accessible electronic games for blind children and young people |
620 | -- | 635 | Marcella Mandanici, Federico Altieri, Antonio Rodà, Sergio Canazza. Inclusive sound and music serious games in a large-scale responsive environment |
636 | -- | 645 | Antonio Rodríguez-Benítez, Imma Boada, Santiago Thió-Henestrosa, Mateu Sbert. CPRforblind: A video game to introduce cardiopulmonary resuscitation protocol to blind people |
646 | -- | 658 | Sari Merilampi, Antti Koivisto, Andrew Sirkka. Designing serious games for special user groups - design for somebody approach |
659 | -- | 672 | Ana R. Cano, Baltasar Fernández-Manjón, Álvaro J. García-Tejedor. Using game learning analytics for validating the design of a learning game for adults with intellectual disabilities |
673 | -- | 689 | Andy Nguyen, Lesley A. Gardner, Don Sheridan. A framework for applying learning analytics in serious games for people with intellectual disabilities |
690 | -- | 700 | Melody M. Terras, Elizabeth A. Boyle, Judith Ramsay, Dominic Jarrett. The opportunities and challenges of serious games for people with an intellectual disability |
701 | -- | 716 | Maria Korozi, Asterios Leonidis, Stavroula Ntoa, Dimitrios Arampatzis, Ilia Adami, Margherita Antona, Constantine Stephanidis. Designing an augmented tabletop game for children with cognitive disabilities: The "Home game" case |
717 | -- | 727 | Laura Colautti, Davide Baldassini, Vera Colombo, Stefano Mottura, Marco Sacco, Matteo Sozzi, Massimo Corbo, Maria Luisa Rusconi, Alessandro Antonietti. CREC: the role of serious games in improving flexibility in thinking in neuropsychological rehabilitation |
728 | -- | 741 | Fengfeng Ke, Jewoong Moon. Virtual collaborative gaming as social skills training for high-functioning autistic children |
742 | -- | 760 | Xianhui Wang, Wanli Xing, James M. Laffey. Autistic youth in 3D game-based collaborative virtual learning: Associating avatar interaction patterns with embodied social presence |
761 | -- | 774 | Mario Ganzeboom, Marjoke Bakker, Lilian Beijer, Toni Rietveld, Helmer Strik. Speech training for neurological patients using a serious game |
775 | -- | 799 | Thorkild Hanghøj, Andreas Lieberoth, Morten Misfeldt. Can cooperative video games encourage social and motivational inclusion of at-risk students? |