simulated crisis. Importantly, they must be able to find this information, at least sufficiently often, and it must prove helpful to them. Humans tend to conceive events as effects which have some causes, and students need to perceive that they have achieved success(to some extent) because they have found the information because they started to search for it. To represent this causal chain, we speak about bidirectional causal links between the game space and the information space, and between the game space and the schooling space(Fig. 6) Thus, students can find information they need via causal links, and this information is grounded via grounding links Through this mechanism, the system intrinsically encour ages students to contextualise the gaming material into the everyday context, or everyday material into the gaming context(see Sect. 4, part 3 of the evaluation). Many edu cational software projects lack these grounding and bidi rectional causal links. Consequently, the coherence and immersion of both the learning process and the gaming experience are fundamentally corrupted(recall the tension issue and Strategy D. Moreover, the possibility of elabo- rating on knowledge from the gaming and the real-world perspective at the same time is not afforded(context- dependency issue, Strategy II) Additionally, we define causal links within spaces, so called intra-space causal links: these capture standard causal relations within the spaces