This article draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M games. These three types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived from these experiences are identified and explored. Special attention is given to the development of strategic I-M policy games because I-M gaming literature has tended to ignore them in comparison with educational and business games, and they seem to require more guidance and support in three main areas: structure, motivation, and interaction.
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