Abstract
Screen-based games have always been seen as a problematic aspect of young people's interaction with computers. Through progressive development, they are also becoming more extensive and complex in terms of play and are coming ever closer to reality. The article outlines a scheme for the categorisation of screen-based games from which it can be deduced where the focus of the transfer of content from the virtual world of screen-based games to the everyday world lies. Not only are the critical aspects of this topic discussed, such as the adoption of aggressive behaviour and emotional deadening. The pedagogical possibilities of screen-based games as a learning medium are also shown, through the construction of a world of experience on the screen.