NARRATIVE which means that they are depictions of one or more aspects of the game world."'* These can be graphics on the side of the arcade cabinet, manuals, soundtracks, cut-scenes, etc. Let us for example look at their description of the action in Asteroids, by which players will be able to infer much about interaction and gamepliy: Shoot the asteroids while avoiding collisions with them. Occasionally a flying saucer will appear and attempt to shoot you down with guided missiles. Destroy it or the missiles for more points.9^ These few sentences remind us not only of a genre that is related to other media -"science fiction"—but also of typical video game conventions—in this case the reward system. Video game conventions, for example the fact of having several "lives," are very important for the gaming experience even if they wouldn't make sense in a traditional narration. Imagine an account of Romeo and Juliet where Romeo was allowed to start all over again after discovering his lover dead, as many times as it took for them to be together and live happy ever after. We would perceive this not only as incoherent, but also as a total destruction of the play's dramatic effect. Jesper Juul for one, argues that the incoherence and instability of video game fictions does not mean that these fictions are of lesser quality than those found in other media; rather, they just need to be considered from their own perspective: The worlds that video games project are often ontologically unstable, but the rules of video games are very ontologically stable. While we may not be able to explain why Mario reappears in Donkey Kong, we always know for certain how many lives we have left. That the majority of fictional game worlds are incoherent does not mean that video games are dysfunctional providers of fiction, but rather that they project fictional worlds in their own flickering, provisional, and ; optional way. Of all cultural forms that project fictional worlds, video games are probably unique in that it is meaningful to engage with a game while refusing to imagine the world that the game projects—the rules of a game are mosdy ■'■ sufficient to keep the player's interest.9" In a remarkable conjunction of ideas, authors from Henry Jenkins to Julian : Kticklich have proposed literary approaches to the study of video games based on ; their fictionality, and not on their narrative qualities," which takes us out of the cul de sac of the narratology-ludology debate. Perhaps this means the field is moving ■ towards more stimulating discussions that also take into account more oontempo- ; rary literary theory. However, postmodern literary theory has not been apart of the . debate so far, and maybe it never will be.98 Stories in computer games are still in-their infancy, and the heavily loaded post-modernist theories about deconstruction or other dispersions of the text wouldn't be of much help at this stage. Let us so return to the question we posed at the beginning of the chapter: are video games stories? Yes, we would answer. Many video games are stories, as well as games. Some games are more narrative than others, but even the most abstract.: usually include the sketched elements of a fictional world. And we need to take mto:: account the narrative elements of a videogame if w^e are to fully understand the medium and how player interaction is shaped. 9 SERIOUS GAMES—WHEN ENTERTAINMENT IS NOT ENOUGH ADVERTAINMENT/POLITICAL GAMES/TRADITIONAL GAMES FOR SERIOUS PURPOSES/CATEGORIZING EDUCATIONAL COMPUTER GAMES/THE RATIONALE BEHIND EDUTAINMENT/THE INSTRUCTIONAL APPROACH TO EDUTAINMENT/ THE MODERN APPROACH TO THE EDUCATIONAL USE OF COMPUTER GAMES/ THE EDUCATIONAL EFFECTIVENESS OF VIDEO GAMES/FINAL REMARKS Can you name the seven wonders of the ancient world? If so, perhaps you are a trivia buff, or a world traveler. Or perhaps you are among the millions of people who have played Civilization, leading an entire people to glory and world domination. In this groundbreaking game, the player must develop a civilization of her choice, starting anywhere from a band of early American settlers to a modern nation spanning entire continents. Along the way, the player must absorb a wide range of historical knowledge while combining an understanding of geography, economics, and cultural history to adapt and prosper. This chapter deals with one of the most nebulous and contested issues in the game world: the value of it all. We know that games serve, first and foremost, to entertain. As we contemplate the moneymaking juggernaut that is the gaming industry, it would be foolish to argue that anything is as important—read: profitable— as entertainment, although the other uses of games are growing these years. But beyond fun, what do players take away from video games? Not on a cultural level, but in terms of getting influenced on an individual level. Do players learn from video games, and if so, what do they learn? Is a video game capable of imprinting the Nike logo on a player's retina like in the ambitious Nike soccer game Secret Tournament developed for the World Cup in 20029 In the game you step into the shoes of world-class soccer players and have to survive a two a side soccer game staged in a cage. Could players be persuaded to join a political organization that advocated its message through video games like in the game Ethnic Cleansing where Jews, Mexicans and other ethnicities are offered as the only ffue enemies in an otherwise classical style first-person shooter game? However distasteful, the message is clear, and converting impressionable teenagers to a racist agenda is the clear goal. Can players learn about European history by playing Europa Universalis where through trade, diplomacy, colonization and war you have to carve out a place for your' medieval nation? Above are only a few of the titles and basic questions gathered under the umbrella term serious games. The term serious games was coined by the American academic Clark Abt in 1968, and was the title of his influential book.1 Today, the label refers to a broad swathe of video games produced, marketed, or used for purposes other than pure entertainment; these include, but are not limited to, educational computer games, edutainment and advertainment (terms we'll define below), and also health games and political games. As we'll see, serious games span a wide area, and the games in question need not be originally conceived as "serious." In theory, any video game can be perceived as a serious game depending on its actual use and the player's perception of the game experience. SERIOUS GAMES The breadth of what constitutes a serious game entails that very different research traditions and approaches converge on tins topic. Early examples of research interest in serious video games are the work of psychologist Patricia Greenfield (1984) with her book Mind and Media that deal with the influence of among other things how computer games influence individuals' development;Thomas Malone (1980, 1987a; 1987b) with his work on motivation, education and video games; and psychologists Geoffrey and Elizabeth Loftus with Mind at Play (1983) on the cognitive learning gams . from video games. In recent years interest has increased, with academic contributions from the fields of literacy with the work of James Paul Gee (2003) on basic learning principles of mainstream entertainment games, and socio-cultural theory by Kurt Squire (2004a) on the implications of actually using mainstream entertainment games in real classrooms. But in general it has been the discipline of education that has tried to understand educational use of games for example the work of Angela McFarlane et