“…Many of the games (n = 24) are not categorised with reference to a specific genre. Importantly, a number of games presented in the papers emerge as gamified tasks: from their description it can be learnt that they are digital versions of lexical activities used in coursebooks, such as wordsearch (Butler et al, 2014;Goumas et al, 2020), hangman (Logothetis et al, 2021), or jigsaw (Hwang et al, 2016;Sandberg et al, 2011). These results echo those obtained in Acquah and Katz's study, who found educational and mini-games, role-play, adventure, simulation and strategy game genres implemented in the studies, and in the Borona et al (2018) study, which discusses the activities qualified by the researchers as "educational games" which are not games.…”