The proceedings contain 127 papers. The special focus in this conference is on Game Based Learning. The topics include: Evaluating gamescapes and simapps as effective classroom teaching tools; creativeculture: Can teachers be game designers?; implementation and assessment of three gamification strategies across multiple higher education disciplines; gamification in higher education: Implications to improve entrepreneurship education; spawning in concordia: A tale of digital literacies in virtual worlds; using game based technology as a mediating function in interventions to develop pretend play skills in children with autism spectrum disorder; game features in inquiry game-based learning strategies: A systematic synthesis; an analysis instrument for gameplay information flows supporting sustainability complex problem-solving; a framework for game-based learning design in higher education; designing a scalable intervention for studying the impact of teacher facilitation with digital video games; designing digital exploration games for automated exhibition sites; a card game designed to teach english pragmatic markers; liike: The design and development of a serious game for accountancy students; digital game-based learning for early childhood: Guardians’ attitudes in Pakistan and Bangladesh; using games to develop personal skills required for strategic decision making; Task analysis in CALL software; promoting 21st century skills with game-based learning in interdisciplinary fisheries education; investigating key structural elements in location-based mobile serious games; the effects of gamification on third level intrinsic motivation towards studying; using game-based training to reduce media induced anxiety in young children; development of a virtual reality tool for patients with eating disorder; undertaking: A business game for 21
st-century undergraduate skills.