Part 1. Various Applications of S&G -- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity -- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction -- Chapter 3. Hallucifear: Educational Game about Drug Addiction -- Chapter 4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care -- Chapter 5. A Simulation Game of Patient Transportation -- Chapter 6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport -- Chapter 7. From Discussions to Games - Facilitating Interactions between Experts from Aviation and Humanitarian Aid -- Chapter 8. 3D Periodic Sugoroku Game for Active Learning of the Periodic Table -- Part 2. S&G to Learn Business -- Chapter 9. A Business Simulation Game to Teach How to Comprehend Financial Statements -- Chapter 10. Co-Creating Prototype Improvement using Participatory Design on the Development of a Serious Game in Financial Literacy Skills -- Chapter 11. Bis Augmented Reality in Finance Learning Games -- Chapter 12. Learning Efficacy among Executives and Students of an Organizational Growth Game -- Chapter 13. Business Game Promoting Supply Chain Collaboration Education at Universities -- Chapter 14. How can we ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® blocks -- Chapter 15. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector -- Chapter 16. Disrupting Traditional Business Test by Internet Based Simulation Game -- Part 3. S&G to Learn Environmental Issues -- Chapter 17. Methodology for Environmental Learning based on Material Flow Diagram of Green Multi-Dimensional Bookkeeping System -- Chapter 18. Board Game for Collective Learning on Green Roof Ecosystem Services -- Chapter 19. Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables -- Chapter 20. Agent-based Gaming for Two-sided Electricity Markets -- Chapter 21. Using Role-Play Game for Active Learning to Solve Water Inequity -- Part 4. S&G in Disaster Management -- Chapter 22. Gaming Simulation as a Tool of Problem-based Learning for University Disaster Education -- Chapter 23. A Study on Gaming of Participatory Evacuation Planning in Tourist Areas using Agent Simulation -- Chapter 24. A Study on Effect of “Information Mismatch” Simulation on Victims’ Quality of Life and Sense of Place in the Post-Disaster Period -- Part 5. S&G with the Latest Technology -- Chapter 25. Empirical Studies on the Role of Matchmaking in Mobile eSports Players Engagement -- Chapter 26. Learning via AI Dolls: Creating Self-Active Learning for Children -- Chapter 27. Virtual Reality for Active English Learning in the University Context -- Chapter 28. Research on User Experience in Risk Management Alternate Reality Game -- Part 6. S&G to facilitate Consensus Building -- Chapter 29. Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management -- Chapter 30. Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer -- Chapter 31. A Study about the Changes of Participants’ Impressions through a Brainstorming Group Work -- Chapter 32. Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge -- Chapter 33. Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People -- Chapter 34. For Gaming-based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in Japanese Rural Area -- Chapter 35. Wadakamari Gaming - Which Promotes Players' Viewpoint Switching in Consensus Building -- Part 7. S&G for Empowerment of Human Mind -- Chapter 36. Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn about and Empathize with Hikikomori in Japan -- Chapter 37. Hooshmand – Intelligence and Emotion Entangled in a Simulation Game -- Chapter 38. Self-Esteem Building Activity: Personality Development of Thonburi University Students -- Chapter 39. City of Emotions – Case Studies for a Broader Scope of Intervention -- Chapter 40. Arising Hope after Disaster: the Parcobaleno Project -- Part 8. NEO-Simulation Gaming toward Active Learning Era -- Chapter 41. Building Theoretical and Practical Experiencing Through an Integrated Active Learning Approach Using Case Studies and a Problem-Based Learning Methodology in International PBL -- Chapter 42. Bis Physical and Mental Environments for Simulation and Gaming: The Facilitator’s Role as a Designer of Environments -- Chapter 43. The Context Dependency of Four Persuasive Game Design Principles -- Chapter 44. Digital Versus Analogue Multi-Player Gaming: Comparing Learning Outcomes -- Chapter 45. Simulation Game Complexity Perception: An Approach to The Research Model -- Chapter 46. How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company -- Chapter 47. Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving -- Chapter 48. The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students -- Chapter 49. What Business Simulations Teach: The Effect of Debriefing -- Chapter 50. Gaming Simulation Validation: Matching Participants’ Worldviews with Their Decisions -- Chapter 51. Educational Gamification: Challenges to Overcome - and to Enjoy