Abstract is missing.
- A Model-Driven Framework for Educational Game DesignBill Roungas, Fabiano Dalpiaz. 1-11 [doi]
- Steps to Design a Household Energy GameJan Dirk Fijnheer, Herre van Oostendorp. 12-22 [doi]
- D-CITE - A Serious Game to Analyze Complex Decision-Making in Air Traffic ManagementMaria Freese, Sebastian Drees. 23-31 [doi]
- What Serious Game Studios Want from ICT Research: Identifying Developers' NeedsGrigorij Ljubin Saveski, Wim Westera, Li Yuan, Paul Hollins, Baltasar Fernández-Manjón, Pablo Moreno-Ger, Krassen Stefanov. 32-41 [doi]
- The Double-Effect Approach to Serious Games in Higher Education: Students Designing and Developing Serious Games for Other StudentsPeter Mayr, Harald Bendl, Frauke Mörike. 42-50 [doi]
- Instructions and Feedback in Connection with the Duration and the Level of Difficulty of a Serious GameAlfredo Imbellone, Giada Marinensi, Carlo Maria Medaglia. 51-60 [doi]
- Learning and Designing with Serious Games: Crowdsourcing for ProcurementEdward Oates. 61-70 [doi]
- Development of Mobile Serious Game for Self-assessment as Base for a Game-Editor for TeachersAndreas Herrler, Simon Grubert, Marko Kajzer, Sadie Behrens, Ralf Klamma. 71-79 [doi]
- Path of Trust: A Prosocial Co-op Game for Building up Trustworthiness and TeamworkKonstantinos C. Apostolakis, Kyriaki Kaza, Athanasios Psaltis, Kiriakos Stefanidis, Spyridon Thermos, Kosmas Dimitropoulos, Evaggelia Dimaraki, Petros Daras. 80-89 [doi]
- Digital Game Design as a Complex Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical ThinkingMargarida Romero. 90-99 [doi]
- Social Practices for Social Driven Conversations in Serious GamesAgnese Augello, Manuel Gentile, Frank Dignum. 100-110 [doi]
- A Comparison of Methodological Frameworks for Digital Learning Game DesignAlysson Diniz dos Santos, Piero Fraternali. 111-120 [doi]
- Immersive Technologies and Natural Interaction to Improve Serious Games EngagementRaffaello Brondi, Giovanni Avveduto, Marcello Carrozzino, Franco Tecchia, Leila Alem, Massimo Bergamasco. 121-130 [doi]
- Voluntary Play in Serious GamesEsther Kuindersma, Jelke van der Pal, H. Jaap van den Herik, Aske Plaat. 131-140 [doi]
- Game and Learning Mechanics Under the Perspective of Self-determination Theory for Supporting Motivation in Digital Game Based LearningJean-Nicolas Proulx, Margarida Romero. 141-150 [doi]
- Mobile Game Based Learning Based on Adaptive Curricula and Location ChangeErik Frank, Richard Lackes, Markus Siepermann. 151-160 [doi]
- A Design Framework for Experiential History GamesNicholas Lytle, Mark Floryan. 161-170 [doi]
- Teaching Statistics and Risk Management with Card GamesMarkus Siepermann. 171-180 [doi]
- Simulation-Based Serious Games for Science Education in Elementary and Middle SchoolsSeungho Baek, Jiyoung Park, JungHyun Han. 181-188 [doi]
- English Vocabulary Learning System Based on Repetitive Learning and Rate-Matching RuleJinsuk Yang, Kyoungsu Oh, Kiho Youm. 189-195 [doi]
- An Information Theoretic Approach for Measuring Data Discovery and Utilization During Analytical and Decision-Making ProcessesMatthew P. Daggett, Kyle O'Brien, Michael B. Hurley. 196-207 [doi]
- Collecting Human Habit Datasets for Smart Spaces Through Gamification and CrowdsourcingGiovanni Cucari, Francesco Leotta, Massimo Mecella, Stavros Vassos. 208-217 [doi]
- Comparing Game Input Modalities: A Study for the Evaluation of Player Experience by Measuring Self Reported Emotional States and Learning OutcomesStavroula Bampatzia, Angeliki Antoniou, George Lepouras. 218-227 [doi]
- Supporting Collaborative Serious Game Studies OnlineFrancesco Bellotti, Riccardo Berta, Alessandro De Gloria, Michela Ott, Maria Magdalena Popescu, Jannicke Baalsrud Hauge. 228-237 [doi]
- Interesting, but not Necessarily Effective: Testing a Serious Game with Socially Disadvantaged ChildrenChristoph Klimmt, Semhar Ogbazion. 238-244 [doi]
- Involving Cognitively Disabled Young People in Focused Mini SGs Design: A Case StudyFrancesco Curatelli, Chiara Martinengo, Elisa Lavagnino, Antonie Wiedemann. 245-254 [doi]
- Read, Play and Learn: An Interactive E-book for Children with AutismVedad Hulusic, Nirvana Pistoljevic. 255-265 [doi]
- MindSpace: Treating Anxiety Disorders in Children with a CBT GameBarbara Göbl, Helmut Hlavacs, Jessica Hofer, Isabelle Müller, Hélen Müllner, Claudia Schubert, Halina Helene Spallek, Charlotte Rybka, Manuel Sprung. 266-275 [doi]
- Development and Testing of a Serious Game for the Elderly (Title: 'Paldokangsan3')Kyungsik Kim, Yoonjung Lee, DooNam Oh. 276-285 [doi]
- Assistance for Older Adults in Serious Game Using an Interactive SystemMinh Khue Phan Tran, François Bremond, Philippe Robert. 286-291 [doi]
- Padua Rehabilitation Tool: A Pilot Study on Patients with DementiaStefano Cardullo, Pes Maria Valeria, Tognon Ilaria, Pesenti Ambra, Luciano Gamberini, Daniela Mapelli. 292-301 [doi]
- Biomechanical Analysis of Rehabilitation Exercises Performed During Serious Games ExercisesBruno Bonnechère, Bart Jansen, Lubos Omelina, Victor Sholukha, Serge L. Van Sint Jan. 302-311 [doi]
- Gamification of a Truck-Driving Simulator for the Care of People Suffering from Post-Traumatic Stress DisorderCorentin Haidon, Adrien Ecrepont, Benoît Girard, Bob-Antoine J. Menelas. 312-322 [doi]
- Challenges for Serious Game Design - Designing the Game-Based Neurocognitive Research Software "Hotel Plastisse"Ulrich Götz, Mela Kocher, René Bauer, Cornelius Müller, Bruno Meilick. 323-328 [doi]
- Virtual Patients for Knowledge Sharing and Clinical Practice Training: A Gamified ApproachFederico Cabitza, Daniela Fogli, Angela Locoro. 329-335 [doi]
- Gamified Platform for Physical and Cognitive RehabilitationCarina S. González, Pedro A. Toledo, Alberto Mora, Yeray Barrios. 336-341 [doi]
- No Man Is a Monkey Island: Individual Characteristics Associated with Gamers' Preferences for Single or Multiplayer GamesStefano Triberti, Daniela Villani, Giuseppe Riva. 342-347 [doi]
- N.O.T.E.: Note Over The EdgeAlessandro Riccadonna, Davide Gadia, Dario Maggiorini, Laura Anna Ripamonti. 348-353 [doi]
- Smash! Sport Participation and Commitment by Game DesignHarald Warmelink, Sean Vink, Richard van Tol. 354-360 [doi]
- Engagement Mechanisms for Social MachinesFlávio S. Corrêa da Silva, Luiz Carlos Vieira, Stefania Bandini. 361-367 [doi]
- Transportation Services Game: A Practical Tool to Teach Outsourcing Concepts on LogisticsAlvaro Gehlen de Leao. 368-374 [doi]
- The Absolute and Social Comparative Analysis of Driver Performance on a Simulated Road NetworkGautam Dange, Pratheep Kumar Paranthaman, Marco Samaritani, Oussama Smiai, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Mario Marchesoni, Stefano Massucco, Jens Pontow. 375-384 [doi]
- A Smart Mobility Serious Game Concept and Business Development StudyFrancesco Bellotti, Riccardo Berta, Alessandro De Gloria, Gautam Dange, Pratheep Kumar Paranthaman, Francesco Curatelli, Chiara Martinengo, Giulio Barabino, Giuseppe Sciutto, Elias Demirtzis, Florian Hausler. 385-392 [doi]
- ProtoWorld -A Simulation Based Gaming Environment to Model and Plan Urban MobilityJannicke Baalsrud Hauge, Miguel Ramos Carretero, Jérôme Kodjabachian, Sebastiaan Meijer, Jayanth Raghothama, Bertrand Duqueroie. 393-400 [doi]
- The Role of Surprise in Game-Based Learning for MathematicsPieter Wouters, Herre van Oostendorp, Judith ter Vrugte, Sylke Vandercruysse, Ton de Jong, Jan Elen. 401-410 [doi]
- iPlayAStory: A Language Learning Platform for Interactive Story-TellingAbdelrahman Sakr, Injy Hamed, Slim Abdennadher. 411-420 [doi]
- Co-design of a Game to Support Increased Manufacturing Insight and Interest Among Teenagers and Young AdultsPoul Kyvsgaard Hansen, Manuel Oliveira, Joao Costa. 421-430 [doi]
- Stop the Mob! Pre-service Teachers Designing a Serious Game to Challenge BullyingChristopher S. Walsh, Alexander Schmölz. 431-440 [doi]
- Design and Implementation of the Jomini Engine: Towards a Historical Massively Multiplayer Online Role-Playing GameDavid Bond, Hans-Wolfgang Loidl, Sandy Louchart. 441-451 [doi]
- Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive ApproachSylvester Arnab, Gemma Tombs, Michael Duncan, Mike Smith, Kam Star. 452-460 [doi]
- Get It Right! Introducing a Framework for Integrating Validation in Applied Game DesignHarald Warmelink, Marilla Valente, Richard van Tol, Robbertjan Schravenhoff. 461-470 [doi]
- Design of "TRASH TREASURE", a Characters-Based Serious Game for Environmental EducationYoung-Suk Lee, Sang-nam Kim. 471-479 [doi]
- A Gamified News Application for Mobile Devices: An Approach that Turns Digital News Readers into Players of a Social NetworkCatherine Sotirakou, Constantinos Mourlas. 480-493 [doi]
- A Comparison of Film and Computer Generated Imagery Medium for the Learning of Chimpanzee BehavioursSimon Campion, Paul Rees, David Roberts. 494-505 [doi]
- The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic ReviewStephanie de Smale, Tom Overmans, Johan Jeuring, Liesbeth van de Grint. 506-516 [doi]
- EEG Assessment of Surprise Effects in Serious GamesKonstantinos Georgiadis, Herre van Oostendorp, Jelke van der Pal. 517-529 [doi]
- FRAGGLE: A FRamework for AGile Gamification of Learning ExperiencesAlberto Mora, Panagiotis Zaharias, Carina González, Joan Arnedo-Moreno. 530-539 [doi]
- Realizing an Applied Gaming Ecosystem: Towards Supporting Service-Based Innovation Knowledge Management and TransferJana Becker, Giel van Lankveld, Christina Steiner, Matthias Hemmje. 540-549 [doi]
- Towards Modding and Reengineering Digital Games for EducationIoana Andreea Stanescu, Jannicke Baalsrud Hauge, Antoniu Stefan, Theodore Lim. 550-559 [doi]
- Approaches to Gaming the Future: Planning a Foresight Game on Circular EconomyMikko Dufva, Outi Kettunen, Anna Aminoff, Maria Antikainen, Henna Sundqvist-Andberg, Timo Tuomisto. 560-571 [doi]