Conclusion
A commercial learning game should have both gaming and learning outcomes embedded in the game.
Gamers will know they are learning, but the main purpose will be game completion. Such games cannot be
shortened or sanitized for educational purposes; they must be challenging, fully engaging, commercial games
with real entertainment value. Users, immersed in the process of learning and creating within a believable
experience supported by real and user-generated content, will develop skills and knowledge for use in other
arenas. The outcomes of playing the game will be achievement and peer kudos, but the process of playing
will have done much more.
Learning experiences provided by games will need to rely on collaboration between educators and game
designers and should become more commonplace both within commercial spaces and in education as digital
technologies reshape established approaches to curriculum delivery. For this to occur, educators and policy
makers need to understand more fully the habits and affordances created for learners by informal uses of
technology—and engage with learners' digital contexts in a transformational sense of forging "next
practice"—rather than adapting these tools to existing educational systems and practices.