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The book provides a systemic view of the state of the art of Digital Game Based Learning (DGBL) across the lifespan, from the age-specific game design requirements to the 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 society challenges, and implications of DGBL across the lifespan for game designers.??In addition to the state of the art methodologies provided for the age-specific game design, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in each of the age groups and in cross-generational situations.?