© 2017

Game-Based Learning Across the Lifespan

Cross-Generational and Age-Oriented Topics

  • Margarida Romero
  • Kimberly Sawchuk
  • Josep Blat
  • Sergio Sayago
  • Hubert Ouellet

Part of the Advances in Game-Based Learning book series (AGBL)

About this book


The book provides a systemic view of the state-of-the-art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers.

In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.


Active aging and technology Game-based learning Later life learning Lifelong learning Serious games Serious games and aging

Editors and affiliations

  • Margarida Romero
    • 1
  • Kimberly Sawchuk
    • 2
  • Josep Blat
    • 3
  • Sergio Sayago
    • 4
  • Hubert Ouellet
    • 5
  1. 1.Université LavalQuébecCanada
  2. 2.Concordia UniversityMontréalCanada
  3. 3.Universitat Pompeu Fabra BarcelonaSpain
  4. 4.Universitat de LleidaLleidaSpain
  5. 5.Université Laval QuébecCanada

About the editors

Margarida Romero, Ph.D., is an Assistant Professor in Educational Technologies at the Université Laval (Canada) and researcher in the FP7 Network of Excellence Games and Learning Alliance (GaLA). Her research and teaching interests focus on educational technologies in lifelong learning, including educational, organizational and informal learning contexts, with a special focus on Game Based Learning and Serious Games.

Dr. Kim Sawchuk is a professor of Communication Studies at Concordia University. She is one of the directors of the Mobile Media Lab (Montreal-Toronto) co-located in the Department of Communication Studies, Concordia University and the Department of Design, York University, Toronto. She is the co-editor of Sampling the Wireless Spectrum, University of Toronto Press (2010) and currently holds an SSHRC grant, with Dr. Barbara Crow, on senior citizens and cellular phones. 

Dr. Josep Blat is currently affiliated to Universitat Pompeu Fabra, Barcelona. His current research interests include cooperative environments; intelligent web portals; educational telematics; multimedia and GIS; computational educational toys. He graduated from the University of Valencia in 1979, got his Ph.D. in mathematics at Heriot-Watt University in Edinburgh in 1985, and developed his post-doctoral work at Université Paris-Dauphine.

Dr. Sergio Sayago holds a PhD Cum Laude in Computer Science and Digital Communication by Universitat Pompeu Fabra (UPF, 2009). As of September 1, 2014, he is a visiting tenure-track lecturer at Universitat de Lleida (UdL). Prior to that, he was a post-doctoral research fellow at Universidad Carlos III de Madrid (UC3M, 2012 – 2014, Alliance 4 Universities Fellowship) and at University of Dundee (UoD, Scotland, 2010-2012, Beatriu de Pinós Fellowship). He has been conducting research in the field of Human-Computer Interaction 

Bibliographic information

  • Book Title Game-Based Learning Across the Lifespan
  • Book Subtitle Cross-Generational and Age-Oriented Topics
  • Editors Margarida Romero
    Kimberly Sawchuk
    Josep Blat
    Sergio Sayago
    Hubert Ouellet
  • Series Title Advances in Game-Based Learning
  • Series Abbreviated Title Advances in Game-Based Learning
  • DOI
  • Copyright Information Springer International Publishing Switzerland 2017
  • Publisher Name Springer, Cham
  • eBook Packages Education Education (R0)
  • Hardcover ISBN 978-3-319-41795-0
  • Softcover ISBN 978-3-319-82431-4
  • eBook ISBN 978-3-319-41797-4
  • Edition Number 1
  • Number of Pages IX, 154
  • Number of Illustrations 1 b/w illustrations, 33 illustrations in colour
  • Topics Educational Technology
    Learning & Instruction
    Lifelong Learning/Adult Education
  • Buy this book on publisher's site