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Overcoming the Silver Generation Digital Gap., , , , and . J. Univers. Comput. Sci., 25 (12): 1625-1643 (2019)Creating Competitive Opponents for Serious Games through Dynamic Difficulty Adjustment., , , and . Information, 11 (3): 156 (2020)A Semantic Approach for Learning Objects Repositories with Knowledge Reuse., , , , and . EKAW, volume 6317 of Lecture Notes in Computer Science, page 576-585. Springer, (2010)Teaching Design Thinking through Gamified Learning., , , , , , , , and . CSEDU (2), page 278-283. SciTePress, (2019)Technology Enhanced Learning for Senior Citizens., , , , and . ICWL, volume 11007 of Lecture Notes in Computer Science, page 37-46. Springer, (2018)Dynamic Serious Games Balancing.. SGAMES, volume 161 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 21-27. Springer, (2015)Using a MOOC to Train Teachers to Design and Deliver MOOCs., , , , , , , , , and 2 other author(s). ICWL, volume 13869 of Lecture Notes in Computer Science, page 202-213. Springer, (2022)Skill and Competence Development Through Games., , , and . iiWAS, page 49-53. ACM, (2014)Welcome message from the Editors-in-Chief., and . EAI Endorsed Trans. Serious Games, 1 (1): e1 (2013)Serious Games Conferences and Events.. EAI Endorsed Trans. Serious Games, 1 (2): e2 (2014)