List of Reviewers.
Table of Contents.
Detailed Table of Contents.
1: Factors and Key Components of Serious Games and Multi-User Virtual Environments.
2: Concepts behind Serious Games and Computer-Based Trainings in Health Care: Immersion, Presence, Flow.
3: Balancing Instruction and Construction in Virtual World Learning.
4: Not in My Class You Don't!: The Naive Association of Video Games with Aggression as a Hindrance to Their Use in Education.
5: Authoring, Control, and Evaluation in Serious Games for Education.
6: Authoring of Serious Games for Education.
7: Personalized, Adaptive Digital Educational Games using Narrative Game-Based Learning Objects.
8: Collaborative Learning and Game Mastering in Multiplayer Games.
9: Evaluation of Serious Games.
10: Games and Virtual Worlds in Education.
11: Social Presence in Virtual World Interviews.
12: Engaging Classes in a Virtual World.
13: Gaming in School: Factors Influencing the Use of Serious Games in Public Schools in Middle Germany.
14: Quantitative Analysis of Voice and Keyboard Chat in a Paper Presentation Seminar in a Virtual World.
15: Serious Games as an Instrument of Non-Formal Learning: A Review of Web-Based Learning Experiences on the Issue of Renewable Energy.
16: Games and Virtual Worlds in Health Care.
17: Serious Games and Motor Learning: Concepts, Evidence, Technology.
18: Clinical Virtual Worlds: The Wider Implications for Professional Development in Healthcare.
19: Play Yourself Fit: Exercise + Videogames = Exergames.
20: Exergames for Elderly Persons: Physical Exercise Software Based on Motion Tracking within the Framework of Ambient Assisted Living.
21: Social Inclusion through Virtual Worlds.
22: Massively Multiplayer Online Role Playing Games for Health Communication in Brazil.
Compilation of References.
About the Contributors.