Games are an effective and cost-saving method in education and training. Although much is known about games and learning in general, little is known about what components of these games (i.e., game attributes) influence learning outcomes. The purpose of this article is threefold. First, we review the literature to understand the "state of play" in the literature in regards to learning outcomes and game attributes-what is being studied. Second, we seek out what specific game attributes have an impact on learning outcomes. Finally, where gaps in the research exist, we develop a number of theoretically based proposals to guide further research in this area. (2007) estimates that organizations spend over $129 billion on learning and development. Within companies designated as American Society for Training and Development leaders in training and employee development, nearly 40% of training is technology based, including online learning, simulation-based training, and games. While high fidelity simulations have been the primary tool for decades (especially in aviation and the military), computer-based and console-based games (e.g., Xbox, Playstation) have become the focus of recent research and training because they offer an easily accessible,
T he American Society for Training and Development