Abstract
Today, it is impossible to imagine the digital media world without computer games. Their rapid technical development as well as their high acceptance in youth culture raise questions about the educational usability of this medium. There is a need for research in this area: there are no well-founded theories or concepts for the use of current game concepts as teaching aids. The creative handling of games by users ("emergent gameplay") offers a promising approach here due to its high motivational potential. The often neglected role of the software technology underlying digital games should be given greater consideration: On the one hand, a minimum necessary for user acceptance exists; on the other hand, the use of the current technical "state of the art" for the implementation of pedagogical and didactic ambitions is not very purposeful due to its enormous requirements. As a result, the idea and the fun of playing are the measure for applications of game-based learning as well.