59 | -- | 60 | Minhua Ma. Introduction to Serious Games Development and Applications |
61 | -- | 68 | Tim Marsh. Serious games continuum: Between games for purpose and experiential environments for purpose |
69 | -- | 74 | Elizabeth A. Boyle, Thomas M. Connolly, Thomas Hainey. The role of psychology in understanding the impact of computer games |
75 | -- | 80 | William Seager, Martin Ruskov, M. Angela Sasse, Manuel Oliveira. Eliciting and modelling expertise for serious games in project management |
81 | -- | 88 | Nina Haferkamp, Nicole C. Krämer, Conor Linehan, Massimiliano Schembri. Training disaster communication by means of serious games in virtual environments |
89 | -- | 96 | Hannah Johnston, Anthony Whitehead. Pose presentation for a dance-based massively multiplayer online exergame |
97 | -- | 101 | Alberto Fuchslocher, Jörg Niesenhaus, Nicole C. Krämer. Serious games for health: An empirical study of the game "Balance" for teenagers with diabetes mellitus |
103 | -- | 113 | Ben Cowley, Jose Luiz Moutinho, Chris Bateman, Alvaro Oliveira. Learning principles and interaction design for 'Green My Place': A massively multiplayer serious game |
115 | -- | 121 | Fionn Murtagh, Adam Ganz, Joe Reddington. New methods of analysis of narrative and semantics in support of interactivity |
123 | -- | 131 | Matteo Bardini, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria. Enabling dynamic generation of levels for RTS serious games |
133 | -- | 141 | Karla Muñoz, Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri. An emotional student model for game-play adaptation |
143 | -- | 148 | Adérito Marcos, Nelson Zagalo. Instantiating the creation process in digital art for serious games design |