“…But in the virtual environment of games, players can test their ideas in a safe zone, try alternatives and not be afraid of making mistakes (Knol & De Vries, 2011). The realworld scenarios in games enable learners to view the consequences of their actions immediately (Wu & Huang, 2015), which gives meaningful practice before they face the real action (Butler, 1988). 'Knowledge of ecological processes and situations can influence hearts and minds, but concrete change plans are more effective at changing muscles', stated Arbuthnott (2009, p. 155), referring to the three components of attitude, namely, cognitive, affective and behavioural.…”