We are all aware of computer games' special power to harness our imagination. This is what makes the game publishing industry go 'round. Consumers pay lots of money for games precisely because they captivate and transport. But since published games are almost always self-contained experiences with no exterior goals or motives, their power to enchant is expended purely on the user's pleasure. There is nothing wrong with this.
Entertainment is one of the things that make life worth living.
But we are missing something if we relegate games exclusively to the province of play, and dismiss their unique capabilities as good only for the occasional thrill. Specifically, we are overlooking the fact that games' ability to focus attention in a safe and pleasurable context also makes them the perfect tool for communicating information. It is not exactly a new idea. From the earliest times play has been an important vehicle for learning as well as fun-a chance to test the effectiveness of life strategies away from the looming threat of death, the ultimate 'Game Over'. The fact that games can help us to absorb information, of whatever purpose and value, is clear.