There is a board game called Pandemic in which players act as agents of the Center for Disease Control (CDC), stemming the onslaught of virulent diseases around the world. Conversely, there is a flash game series of the same name in which players create and evolve a disease to infect and kill every human on the planet. While not explicitly educational games, both experiences offer various learning opportunities. In fact, most games could be far more factually informative than they are. The genre of education games aside, how much room do we have for learning in games? How much educational information can we squeeze into digital games before players become bored, distracted, or indoctrinated?
Games are—by definition—learning experiences. Players procedurally come to understand the game world. Drop some seasoned gamers into any first-person shooter, and after a few moments of random button tapping and stray gunfire, they will be dishing out headshots with the best of them. But how much could the average Call of Duty fanatic tell you about the AK-47? Could they tell you how the AK has become the modern day weapon of choice for guerilla fighters around the world? Could they tell you how arms dealers traffic supplies of AKs from conflict to conflict? With some additional information in the game, maybe some could.