Machine generated contents note: ch. One Blending Narrative, Play and Learning: An Examination of Alternate Reality Games as a Game-Based Learning Tool / Kieran Nolan -- ch. Two Composing Game-based Learning Scenarios by Connecting Instructional Design Patterns / Alke Martens -- ch. Three Gesture-based Computing in the Mathematics Classroom / Catherine Paolucci -- ch. Four Assessing Eye-Tracking Technology for Learning-Style Detection in Adaptive Game-Based Learning / Ian Pitt -- ch. Five Promoting Relaxation through Gameplay / Mary Mollaghan -- ch. Six Poetic Machines: The Essentiality of the Human and the Machine in Digital Creative Expression / Jeneen Naji -- ch. Seven Representations of Self in a Classroom Virtual World: A Case-study of Pupils on the Autism Spectrum / Nigel Newbutt -- ch. Eight Effects of a Therapeutic Exergame for Rehabilitation / Patrick Felicia -- ch. Nine Serious Games in Higher Education: What do our "Digital Natives" Really Think? / Pauline Rooney.