Abstract is missing.
- StreetConqAR: Augmented Reality Anchoring in Pervasive GamesThomas Tregel, Tim Dutz, Patrick Hock, Philipp Niklas Müller, Philipp Achenbach, Stefan Göbel 0001. 3-16 [doi]
- Immersive Storytelling in Augmented Reality: Witnessing the KindertransportYunshui Jin, Minhua Ma, Jiachen Li. 17-33 [doi]
- Become a Scrum Master: Immersive Virtual Reality Training to Learn Scrum FrameworkPolona Caserman, Stefan Göbel 0001. 34-48 [doi]
- Social MatchUP: Collaborative Games in Wearable Virtual Reality for Persons with Neurodevelopmental DisordersFrancesco Vona, Silvia Silleresi, Eleonora Aida Beccaluva, Franca Garzotto. 49-65 [doi]
- Cookie Mania: A Serious Game for Teaching Internet Cookies to High School and College StudentsJohn Dominic S. Diez, Edward F. Melcer. 69-77 [doi]
- Proposal of a Beer Distribution Game Considering Waste Management and the Bullwhip EffectMizuho Sato, Masaru Nakano, Hajime Mizuyama, Christoph Roser. 78-84 [doi]
- Design and Implementation of a Serious Game to Make Construction Workers Aware of Exposure to Silica Dust in the WorkplaceSorelle Audrey K. Kamkuimo, Benoît Girard 0002, Patrick Lapointe, Bob-Antoine-Jerry Ménélas. 85-98 [doi]
- Needs Analyses with LEGO® SERIOUS PLAY®Tanja Kranawetleitner, Heike Krebs, Nina Kuhn, Marietta Menner. 99-104 [doi]
- The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into SocietyJulia Thurner-Irmler, Marietta Menner. 105-116 [doi]
- Bridging the Cyber Security Skills Gap: Using Tabletop Exercises to Solve the CSSG CrisisGiddeon N. Angafor, Iryna Yevseyeva, Ying He 0004. 117-131 [doi]
- Theoretical Foundations and Evaluations of Serious Games for Learning Data Structures and Recursion: A ReviewAlberto Rojas-Salazar, Mads Haahr. 135-149 [doi]
- Improving Learning Outcome by Re-using and Modifying Gamified Lessons PathsJannicke Baalsrud Hauge, Ioana A. Stefan. 150-163 [doi]
- Serious Games for Learning: A Quantitative Review of LiteratureManuel J. Ibarra, Vladimiro Ibañez, Ismar Frango Silveira, César A. Collazos 0001, Günter Wallner, Matthias Rauterberg. 164-174 [doi]
- Costs to Compete - Analyzing Pay to Win Aspects in Current GamesThomas Tregel, Miriam Claudia Schwab, Thanh Tung Linh Nguyen, Philipp Niklas Müller, Stefan Göbel 0001. 177-192 [doi]
- Leaderboards - A Motivational Tool in the Process of Business EducationMalgorzata Cwil. 193-203 [doi]
- Using a Participatory Design Approach for Adapting an Existing Game Scenario - Challenges and OpportunitiesJannicke Baalsrud Hauge, Heiko Duin, Valentin Kammerlohr, Barbara Göbl. 204-218 [doi]
- The Effects of Esports School Tournaments on Positive Behavioural ChangeBobbie Fletcher, Rachel Gowers, Shahneila Saeed. 219-229 [doi]
- Flex Your Muscles: EMG-Based Serious Game ControlsPhilipp Niklas Müller, Philipp Achenbach, André Mihca Kleebe, Jan Ulrich Schmitt, Ute Lehmann, Thomas Tregel, Stefan Göbel 0001. 230-242 [doi]
- Rethinking Serious Games Design in the Age of COVID-19: Setting the Focus on Wicked ProblemsCarlo Fabricatore, Dimitar Gyaurov, Ximena López. 243-259 [doi]
- Construction of Debriefing Designed for Applying Experiences of History Game to Contemporary IssuesMasahiro Ohyama, Hiroki Baba, Jun Yoshinaga. 263-275 [doi]
- Towards the Management and Dissemination of Knowledge from Gaming SimulationsBill Roungas, Sebastiaan A. Meijer. 276-288 [doi]
- How to Utilize Unshared Knowledge in a Group Discussion?Mieko Nakamura. 289-302 [doi]