This work addresses if and under which conditions the combination of serious games and ambient
assisted living is a solution to meet the demographic change. For this purpose multiple
serious games for cognitive and physical training are developed using an agile and
user-centered design methodology and evaluated with a unified research framework. The empirical
studies focus on user and system factors and their relationship to attained performance and
projected acceptance of these games. This work provides detailed modelling of younger and
elderly users and shows that serious games are a valuable contribution but only if certain
conditions are considered. The book concludes with guidelines that leverage the use of serious
games in technology augmented homes.