This book highlights the challenges and potential of educational
learning or industry-based training using serious games and social media
platforms. In particular, the book addresses applications used in
businesses and education-related organizations in Asia, where the
framework and experience of serious games have been used to address
specific problems in the real world. The topics that will be present in
this book includes future of serious games and immersive technologies
and their impact on society; online and mobile games; achievement
systems in serious games; persuasive technology and games for saving and
money management; malware analytics for social networking; serious games
for mental health interventions; educational implications of social
network games; learning and acquiring subject knowledge using serious
games in classrooms. The target audience for this book includes
scientists, engineers and practitioners involved in the field of Serious
Games. The major part of this book comprises of papers that have been
presented at the Serious Games and Social Connect 2012 conference held
in Singapore (October 4, 2012). All the contributions have been peer
reviewed and by scientific committee members with report about quality,
content and originality.