Games for Health 2014

Download Games for Health 2014 PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 3658071419
Total Pages : 153 pages
Book Rating : 4.6/5 (58 download)

DOWNLOAD NOW!


Book Synopsis Games for Health 2014 by : Ben Schouten

Download or read book Games for Health 2014 written by Ben Schouten and published by Springer. This book was released on 2014-10-28 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.

Virtual, Augmented Reality and Serious Games for Healthcare 1

Download Virtual, Augmented Reality and Serious Games for Healthcare 1 PDF Online Free

Author :
Publisher : Springer Science & Business
ISBN 13 : 3642548164
Total Pages : 568 pages
Book Rating : 4.6/5 (425 download)

DOWNLOAD NOW!


Book Synopsis Virtual, Augmented Reality and Serious Games for Healthcare 1 by : Minhua Ma

Download or read book Virtual, Augmented Reality and Serious Games for Healthcare 1 written by Minhua Ma and published by Springer Science & Business. This book was released on 2014-04-25 with total page 568 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Learning by Playing

Download Learning by Playing PDF Online Free

Author :
Publisher : Oxford University Press, USA
ISBN 13 : 019989664X
Total Pages : 386 pages
Book Rating : 4.1/5 (998 download)

DOWNLOAD NOW!


Book Synopsis Learning by Playing by : Fran Blumberg

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Games for Training, Education, Health and Sports

Download Games for Training, Education, Health and Sports PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 3319059726
Total Pages : 200 pages
Book Rating : 4.3/5 (19 download)

DOWNLOAD NOW!


Book Synopsis Games for Training, Education, Health and Sports by : Stefan Göbel

Download or read book Games for Training, Education, Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2014-03-27 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.

Computers and Games for Mental Health and Well-Being

Download Computers and Games for Mental Health and Well-Being PDF Online Free

Author :
Publisher : Frontiers Media SA
ISBN 13 : 2889454967
Total Pages : 311 pages
Book Rating : 4.8/5 (894 download)

DOWNLOAD NOW!


Book Synopsis Computers and Games for Mental Health and Well-Being by : Yasser Khazaal

Download or read book Computers and Games for Mental Health and Well-Being written by Yasser Khazaal and published by Frontiers Media SA. This book was released on 2018-07-12 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Advanced Methodologies and Technologies in Medicine and Healthcare

Download Advanced Methodologies and Technologies in Medicine and Healthcare PDF Online Free

Author :
Publisher : IGI Global
ISBN 13 : 1522574905
Total Pages : 591 pages
Book Rating : 4.5/5 (225 download)

DOWNLOAD NOW!


Book Synopsis Advanced Methodologies and Technologies in Medicine and Healthcare by : Khosrow-Pour, D.B.A., Mehdi

Download or read book Advanced Methodologies and Technologies in Medicine and Healthcare written by Khosrow-Pour, D.B.A., Mehdi and published by IGI Global. This book was released on 2018-10-05 with total page 591 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advancements in medical and healthcare technologies pave the way to improving treatments and diagnoses while also streamlining processes to ensure the highest quality care is given to patients. In the last few decades, revolutionary technology has radically progressed the healthcare industry by increasing life expectancy and reducing human error. Advanced Methodologies and Technologies in Medicine and Healthcare provides emerging research on bioinformatics, medical ethics, and clinical science in modern applications and settings. While highlighting the challenges medical practitioners and healthcare professionals face when treating patients and striving to optimize their processes, the book shows how revolutionary technologies and methods are vastly improving how healthcare is implemented globally. This book is an important resource for medical researchers, healthcare administrators, doctors, nurses, biomedical engineers, and students looking for comprehensive research on the advancements in healthcare technologies.

Encyclopedia of Information Science and Technology, Fourth Edition

Download Encyclopedia of Information Science and Technology, Fourth Edition PDF Online Free

Author :
Publisher : IGI Global
ISBN 13 : 1522522565
Total Pages : 8104 pages
Book Rating : 4.5/5 (225 download)

DOWNLOAD NOW!


Book Synopsis Encyclopedia of Information Science and Technology, Fourth Edition by : Khosrow-Pour, D.B.A., Mehdi

Download or read book Encyclopedia of Information Science and Technology, Fourth Edition written by Khosrow-Pour, D.B.A., Mehdi and published by IGI Global. This book was released on 2017-06-20 with total page 8104 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, our world has experienced a profound shift and progression in available computing and knowledge sharing innovations. These emerging advancements have developed at a rapid pace, disseminating into and affecting numerous aspects of contemporary society. This has created a pivotal need for an innovative compendium encompassing the latest trends, concepts, and issues surrounding this relevant discipline area. During the past 15 years, the Encyclopedia of Information Science and Technology has become recognized as one of the landmark sources of the latest knowledge and discoveries in this discipline. The Encyclopedia of Information Science and Technology, Fourth Edition is a 10-volume set which includes 705 original and previously unpublished research articles covering a full range of perspectives, applications, and techniques contributed by thousands of experts and researchers from around the globe. This authoritative encyclopedia is an all-encompassing, well-established reference source that is ideally designed to disseminate the most forward-thinking and diverse research findings. With critical perspectives on the impact of information science management and new technologies in modern settings, including but not limited to computer science, education, healthcare, government, engineering, business, and natural and physical sciences, it is a pivotal and relevant source of knowledge that will benefit every professional within the field of information science and technology and is an invaluable addition to every academic and corporate library.

Serious Games in Physical Rehabilitation

Download Serious Games in Physical Rehabilitation PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 3319661221
Total Pages : 146 pages
Book Rating : 4.3/5 (196 download)

DOWNLOAD NOW!


Book Synopsis Serious Games in Physical Rehabilitation by : Bruno Bonnechère

Download or read book Serious Games in Physical Rehabilitation written by Bruno Bonnechère and published by Springer. This book was released on 2017-10-30 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation. The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.

Digital Health

Download Digital Health PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 3319614460
Total Pages : 370 pages
Book Rating : 4.3/5 (196 download)

DOWNLOAD NOW!


Book Synopsis Digital Health by : Homero Rivas

Download or read book Digital Health written by Homero Rivas and published by Springer. This book was released on 2018-01-02 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a comprehensive state-of the-art approach to digital health technologies and practices within the broad confines of healthcare practices. It provides a canvas to discuss emerging digital health solutions, propelled by the ubiquitous availability of miniaturized, personalized devices and affordable, easy to use wearable sensors, and innovative technologies like 3D printing, virtual and augmented reality and driverless robots and vehicles including drones. One of the most significant promises the digital health solutions hold is to keep us healthier for longer, even with limited resources, while truly scaling the delivery of healthcare. Digital Health: Scaling Healthcare to the World addresses the emerging trends and enabling technologies contributing to technological advances in healthcare practice in the 21st Century. These areas include generic topics such as mobile health and telemedicine, as well as specific concepts such as social media for health, wearables and quantified-self trends. Also covered are the psychological models leveraged in design of solutions to persuade us to follow some recommended actions, then the design and educational facets of the proposed innovations, as well as ethics, privacy, security, and liability aspects influencing its acceptance. Furthermore, sections on economic aspects of the proposed innovations are included, analyzing the potential business models and entrepreneurship opportunities in the domain.

Digital Games and Mental Health

Download Digital Games and Mental Health PDF Online Free

Author :
Publisher : Frontiers Media SA
ISBN 13 : 2889714616
Total Pages : 218 pages
Book Rating : 4.8/5 (897 download)

DOWNLOAD NOW!


Book Synopsis Digital Games and Mental Health by : Rachel Kowert

Download or read book Digital Games and Mental Health written by Rachel Kowert and published by Frontiers Media SA. This book was released on 2021-10-04 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring

Download Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring PDF Online Free

Author :
Publisher : Springer Nature
ISBN 13 : 303060697X
Total Pages : 157 pages
Book Rating : 4.0/5 (36 download)

DOWNLOAD NOW!


Book Synopsis Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring by : Andreas Charalambous

Download or read book Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring written by Andreas Charalambous and published by Springer Nature. This book was released on 2021-01-05 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book discusses the current trends in nursing and healthcare in relation to the integration of information technological interventions across the care continuum. The use of such interventions in healthcare has increased rapidly in recent years, partly due to the rise in technological gadgets/applications used in daily routines (e.g. actigraphy bracelets, smartphones) and their unique properties that can be utilized in assessing, monitoring and managing a patient’s condition remotely. This book highlights the areas and the ways in which these interventions can facilitate patient assessment and monitoring and complement conventional treatments in the management of disease-induced or treatment-induced side effects. Furthermore, the book describes the development of such interventions and examines how they are designed to promote adherence and acceptance by the user. To this end, the book also discusses the need for personalizing the technological experience according to the user’s preferences and needs. Drawing on the latest studies in these areas, it not only provides suggestions for undertaking research in this context, but also offers insights into how these technologies impact patients’ clinical outcomes. Lastly, it addresses the challenges of utilizing such technologies and future directions. Providing multiple perspectives on the topic, the book appeals to a wide range of readers, including nurses, clinicians, researchers, technology experts and students, making them familiar with a broad selection of technological interventions and their application in clinical practice. Moreover, it highlights the factors that need to be considered in the development (and testing) of future interventions, in particular in nursing, and provides inspiration for future studies.

Organizations, Communication, and Health

Download Organizations, Communication, and Health PDF Online Free

Author :
Publisher : Routledge
ISBN 13 : 1317526724
Total Pages : 462 pages
Book Rating : 4.3/5 (175 download)

DOWNLOAD NOW!


Book Synopsis Organizations, Communication, and Health by : Tyler R. Harrison

Download or read book Organizations, Communication, and Health written by Tyler R. Harrison and published by Routledge. This book was released on 2015-10-23 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: Organizations, Communication, and Health focuses on theories and constructs of organizational communication and their relationship to health. The goal of the volume is to offer a current picture of organizational and organizing processes and practices related to health. Research in the area of health communication has expanded in recent years, and this research has advanced understandings of campaigns, patient/provider interactions, and social support. However, a gap in the area of health, organizations, and organizing processes emerged, a niche this volume fills. It does so by having chapters identify an organizational theory or organizing process and how aspects of that theory relate to health. Chapters discuss how to marry theory to practice and the other factors (e.g., organizational structure, role, occupation, industry, or environment) that need to be considered in the process of utilizing the theory in organizations. This volume, aimed at advanced undergraduate and graduate students studying health communication, as well as health professionals, provides useful theory and practice related the organizations and health, and issues a call for further theorizing on the practice of health communication in organizations.

Transgenerational Technology and Interactions for the 21st Century

Download Transgenerational Technology and Interactions for the 21st Century PDF Online Free

Author :
Publisher : Emerald Group Publishing
ISBN 13 : 1839826401
Total Pages : 198 pages
Book Rating : 4.8/5 (398 download)

DOWNLOAD NOW!


Book Synopsis Transgenerational Technology and Interactions for the 21st Century by : Hannah R. Marston

Download or read book Transgenerational Technology and Interactions for the 21st Century written by Hannah R. Marston and published by Emerald Group Publishing. This book was released on 2022-10-25 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is rooted in co-design and co-production, taking an interdisciplinary lens and expertise from academia, industry, and stakeholder organisations to examine contemporary issues and to deliver a manifesto for technology innovation, application, and transgenerational living experiences for the 21st century.

Serious Games and Edutainment Applications

Download Serious Games and Edutainment Applications PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 3319516450
Total Pages : 702 pages
Book Rating : 4.3/5 (195 download)

DOWNLOAD NOW!


Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

The Gameful World

Download The Gameful World PDF Online Free

Author :
Publisher : MIT Press
ISBN 13 : 026202800X
Total Pages : 687 pages
Book Rating : 4.2/5 (62 download)

DOWNLOAD NOW!


Book Synopsis The Gameful World by : Steffen P. Walz

Download or read book The Gameful World written by Steffen P. Walz and published by MIT Press. This book was released on 2015-01-16 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Download Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice PDF Online Free

Author :
Publisher : IGI Global
ISBN 13 : 1466695234
Total Pages : 636 pages
Book Rating : 4.4/5 (666 download)

DOWNLOAD NOW!


Book Synopsis Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice by : Novák, Daniel

Download or read book Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice written by Novák, Daniel and published by IGI Global. This book was released on 2015-09-14 with total page 636 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Serious Games

Download Serious Games PDF Online Free

Author :
Publisher : Springer
ISBN 13 : 3319406124
Total Pages : 421 pages
Book Rating : 4.3/5 (194 download)

DOWNLOAD NOW!


Book Synopsis Serious Games by : Ralf Dörner

Download or read book Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-08-25 with total page 421 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.