A formative design was used to examine the role of attentional and action control to serious gaming behavior. All children played the serious game twice. The second game round was played directly after the first game with no break in between. On average, children crossed three tasks that were necessary to succeed in the game, but more types of tasks are embedded in the game. Thus, children generally would get new tasks within the same story line when playing for the second time. To ensure ecologically valid data collection, the tasks were assigned randomly to the children.