

To approach the thirty year innovation of health games the concept of the promise of games is used: a concept that entails our belief in games and the potential that games offer. In this paper I look at the rise of health game research and development. The road of health and educational games has been littered with success stories and failure trying to cope with the expectations of the entertainment game-market and industry demands.

Likewise, a unified research paradigm and methodologies to carry on reliable research on video games has to be developed. An empirically-based classification of games, depending on their potential effects for an educational purpose, is strongly needed. We argue that video games can have multiple effects on players and that these effects can be used as educational potentials. We claim that the research on video games is in need of a conceptual and methodological framework in which results and effects could be compared, interpreted and generalized. attention and perception), and not as a scientific object of interest per se. However, most studies used video games as new experimental materials and tasks to contribute to their specific field (i.e. Three different fields interested in the cognitive impact playing of video games are reviewed: abilities and skills, attitudes and motivation, knowledge and content learning. First, the evolution of this media in the educational field is discussed. This work reviews several aspects of the growing research field interested in video games.
