This document discusses serious games, which are games used for purposes other than pure entertainment such as education or training. It defines different types of games and notes that gamers come from all age groups and backgrounds. Serious games are beneficial as they provide interactive, risk-free practice and promote retention through repetition. Current examples cover a wide range of topics from health to history to simulations. Future potential uses include alternative devices, augmented reality games, and improved virtual worlds. Resources for further information are also listed.