This project aims to identify and document the usage, definition, and as far as possible pedagogy of serious games. That is, games where the educational goal takes precendence in training outside of the school education system.
The Edutainment Era: Debunking Myths and Sharing Less
"Developers and others in the video game industry often attribute the failure of the "edutainment" industry in the 1990′s either to a lack of market demand or the difficulty of creating great products. In reality neither of these assertions is correct."