Abstract
This article explores the definitions and concepts associated with Serious Games, positioning them as tools that combine utilitarian objectives (teaching, training, communication) with playful elements derived from video games. It distinguishes serious games from purely entertaining ones, and introduces the concept of “Serious Gaming”, which refers to the use of existing games for educational or informative purposes. A classification methodology is proposed, the G/P/S model, based on three criteria: Gameplay, Purpose and Sector. The article also illustrates the differences between “video games” and “video toys” through the concepts of ludus (structure with explicit objectives) and paidia (free play without a specific goal). Finally, it stresses the importance of distinguishing between the intentions of serious game designers and unintended uses by users for educational or social purposes.