“…Since the 1940s, when Reginald Revans (1980) developed formal assumptions and laid the foundations for the so-called action learning, games paved their way as full-fledged education tools through games and simulations used in business schools and in professional development of large organisations employees, up to current numerous examples of traditional and electronic games used in schools and universities. It is difficult to unequivocally determine a moment in time when games were accepted by practitioners; but with their dissemination ever more terms describing games used in nonentertainment contexts surfaced: serious games (Kleitmann, Narciss, 2019), edutainment (Rattakom, Sanit, Ladawan, 2019), human-based computation games (Heselmans et al, 2013) or games with a purpose (Amiri-Chimeh et al, 2018). Games have found their place and stayed for good in training and recruitment (Raybourn, 2007), personal development (Kai et al, 2020), marketing (Arora, Saxena, 2015), or risk analysis (Wang, Neil, Fenton, 2020).…”