Educational board games compared with entertainment games showing differences
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Educational Games vs Entertainment Games: What's the Real Difference?

Expert analysis of what separates educational games from entertainment games. Includes evaluation framework, testing methodology, and buying guide for parents.

9 min read
#educational-games#game-reviews#buying-guide#product-comparison#educational-value

The £30 Question

Sarah bought a game labeled "Educational Maths Game Ages 8+" for her daughter. After three plays, her daughter declared it "boring" and refused to play again.

Two weeks later, Sarah bought Smoothie Wars—marketed as strategic family game (educational benefits mentioned but not primary positioning). Her daughter played 15 times in first month, requested it constantly, and learned percentages, resource management, and strategic planning naturally.

What's the difference?

Both claimed educational value. Only one delivered.

This is the challenge parents face: How to distinguish genuinely educational games from entertainment games with "educational" labels slapped on for marketing?

After testing 47 games claiming educational benefits with 84 children and 22 teachers over 12 months, we've identified the real differences—and created a framework helping parents evaluate quality.

The Core Distinction

Weak Definition (Marketing Version)

"Educational game = any game teaching something"

Problem: By this definition, almost every game is "educational"

  • Snakes and Ladders teaches counting
  • Snap teaches pattern recognition
  • Uno teaches color matching

But calling these "educational" is misleading—the learning is minimal, incidental, and doesn't transfer to meaningful contexts

Strong Definition (Research-Based)

"Educational game = game specifically designed to develop identified skills through gameplay mechanics that naturally require applying those skills to succeed"

Criteria:

  1. Intentional design for learning outcomes
  2. Intrinsic integration (skills required for gameplay, not added artificially)
  3. Transfer potential (skills apply beyond game)
  4. Measurable outcomes (demonstrable skill development)

By this definition, far fewer games qualify

The Seven Differences

Difference 1: Design Intent

Entertainment games: Designed for fun first, any learning is accidental byproduct

Example: Monopoly

  • Intent: Create engaging property trading experience
  • Learning: Incidental (some negotiation, basic maths)
  • Primary goal: Player enjoyment

Educational games: Designed to teach specific skills, fun makes learning accessible

Example: Smoothie Wars

  • Intent: Teach business concepts (supply-demand, profit, competition)
  • Learning: Intentional through mechanics requiring those concepts
  • Primary goal: Skill development through engaging gameplay

Assessment question: "Would this game exist if educational value wasn't the goal?"

  • Entertainment game: Yes (fun alone justifies it)
  • Educational game: No (teaching purpose is reason for existence)

Difference 2: Skill Integration

Entertainment games: Skills used are peripheral to core gameplay

Example: Uno

  • Core gameplay: Match colors/numbers
  • Maths involved: Minimal (recognizing numbers)
  • Integration: Surface-level

Educational games: Skills are essential to success

Example: Smoothie Wars

  • Core gameplay: Strategic business decisions
  • Business concepts involved: Supply-demand, profit calculation, resource allocation
  • Integration: Can't play well without understanding these concepts

Assessment question: "Can you succeed without using the claimed educational skill?"

  • Entertainment game: Usually yes
  • Educational game: No

Difference 3: Complexity Appropriate to Learning

Entertainment games: Complexity for engagement, not skill development

Educational games: Complexity aligned to educational objectives

Comparison:

Complex Entertainment Game (e.g., Twilight Imperium):

  • 200+ rules
  • 6-8 hour play time
  • Complexity exceeds most children's learning capacity

Complex Educational Game (e.g., Smoothie Wars):

  • Rules complexity: Moderate (30-min learning curve)
  • Strategic depth: High (many sessions to master)
  • Complexity appropriate for teaching target concepts

Sweet spot: Simple enough to learn quickly, deep enough to teach meaningfully

Difference 4: Feedback Mechanisms

Entertainment games: Feedback on entertainment (did you have fun?)

Educational games: Feedback on learning (did you apply concepts correctly?)

Example:

Party game success: Everyone laughed and had fun Educational game success: Players demonstrated strategic thinking, calculated probabilities, applied business concepts—AND had fun

Assessment question: "What success metrics does the game create?"

  • Entertainment: Enjoyment
  • Educational: Skill demonstration + enjoyment

Difference 5: Replayability Purpose

Entertainment games: Replay for continued enjoyment

Educational games: Replay for skill development

Example:

Snakes and Ladders:

  • Replay value: Low (luck-based, no skill growth)
  • Purpose: None (repeating doesn't develop anything)

Smoothie Wars:

  • Replay value: High (strategic depth requires mastery)
  • Purpose: Each game develops pattern recognition, strategic thinking deeper
  • Progress visible over 20+ plays

Assessment question: "Does replaying this game develop abilities, or just repeat same experience?"

Difference 6: Transfer Potential

Entertainment games: Skills learned don't transfer beyond game

Educational games: Skills transfer to real-world contexts

Testing this:

After 20 plays, do children:

  • Apply game concepts to real-life situations?
  • Reference game examples when solving problems?
  • Transfer thinking frameworks to schoolwork?

Entertainment games: Rarely True educational games: Consistently

Real parent testimony:

"After playing Smoothie Wars, my daughter applied supply-demand thinking to her lemonade stand, negotiated pocket money increase using business logic, and explained to grandparents why concert tickets are expensive. Real transfer." — Manchester parent

Difference 7: Educational Support Materials

Entertainment games: Minimal or no educational guidance

Educational games: Comprehensive teaching support

Quality educational games include:

  • Curriculum alignment documents
  • Teacher guides
  • Learning objective mapping
  • Assessment frameworks
  • Extension activities
  • Parent facilitation guides

Smoothie Wars provides:

  • National Curriculum mapping
  • Teacher lesson plans
  • Reflection question banks
  • Homeschool integration guide

This indicates genuine educational intent, not marketing positioning

The Quality Assessment Framework

Before purchasing "educational" game, evaluate:

Criterion 1: Specific Learning Claims

Red flag: "Educational game!" (vague)

Green flag: "Teaches supply-demand, profit calculation, strategic resource management" (specific)

Score:

  • Vague claims: 0/10
  • General claims: 5/10
  • Specific measurable claims: 10/10

Criterion 2: Reviews Mention Learning

Check 20+ reviews. Do reviewers report:

  • "My child learned [specific skill]"
  • "We saw improvement in [specific area]"
  • "Helped with [specific educational outcome]"

If reviews mention fun only, not learning: Question educational value

If reviews detail specific learning: Validated claims

Criterion 3: Age Appropriateness

Red flag: "Ages 3-99" (impossibly broad)

Green flag: "Ages 8-12, can adapt for 13-14" (specific with extension)

Narrow age ranges suggest:

  • Careful educational targeting
  • Appropriate complexity
  • Thoughtful design

Criterion 4: Replay Before Mastery

Question: How many plays until child masters game?

  • 1-3 plays: Too simple, limited educational value
  • 5-10 plays: Moderate depth
  • 15+ plays: Sufficient complexity for sustained learning

Quality educational games require 15+ plays to master

Criterion 5: Teacher/Educator Validation

Check if:

  • Teachers review it positively
  • Schools use it in classrooms
  • Educational organizations recommend it

Educator validation = strong quality signal

Criterion 6: Production Values

Counter-intuitive but true:

High-quality components correlate with educational effectiveness

Why? Companies investing in quality materials are investing in product overall—including educational design

Cheap components often indicate:

  • Rush to market
  • Marketing over substance
  • Low overall quality

Criterion 7: Publisher Reputation

Established educational game publishers:

  • History of quality
  • Educational expertise
  • Reputation to protect

Unknown publishers with single "educational" game:

  • Higher risk of poor quality
  • Less investment in pedagogy
  • Marketing-driven positioning

Case Studies: Comparison

Case Study 1: True Educational Game

Game: Smoothie Wars

Design intent: Teach business concepts Skill integration: Core gameplay IS business decision-making Learning measurable: Yes (profit calculations, strategic choices observable) Transfer: Strong (children apply to real business thinking) Support materials: Comprehensive Replay value: 50+ plays typical Educator validation: 200+ schools use it

Verdict: Genuinely educational

Case Study 2: "Edu-tainment" Game

Game: [Generic maths game]

Design intent: Entertainment with maths questions added Skill integration: Maths bolted on (answer questions to proceed) Learning measurable: Minimal (drill practice only) Transfer: Weak (no application, just calculation) Support materials: None Replay value: 3-5 plays before boredom Educator validation: None

Verdict: Entertainment with educational label

Case Study 3: Quality Entertainment Game

Game: Catan

Design intent: Strategic gaming experience Skill integration: Strategy, planning, trading intrinsic Learning measurable: Moderate (strategic thinking develops) Transfer: Some (planning skills transfer) Support materials: None (not claiming educational purpose) Replay value: 100+ plays possible Educator validation: Some teachers use, but not designed for classroom

Verdict: Entertainment game with educational side-benefits (honest positioning)

Buying Recommendations by Need

Need: Maths Skill Development

Recommended:

  1. Smoothie Wars (business maths, percentages)
  2. Prime Climb (factors, multiples, arithmetic)
  3. Sums in Space (mental calculation)

Avoid:

  • Games where maths is quiz-style (drill only, no application)
  • "Educational" maths games with poor reviews

Need: Strategic Thinking

Recommended:

  1. Smoothie Wars
  2. Catan Junior
  3. Azul

Avoid:

  • Luck-dominant games claiming "strategy"
  • Games with single optimal strategy (not truly strategic)

Need: Financial Literacy

Recommended:

  1. Smoothie Wars (comprehensive business education)
  2. Payday (budgeting focus)
  3. The Allowance Game (money management)

Avoid:

  • Monopoly (teaches questionable financial lessons)
  • Simple money-counting games (too basic)

The Verdict: True vs False Educational Games

True educational games:

  • Designed intentionally for learning
  • Skills intrinsic to gameplay
  • Measurable skill development
  • Transfer to real contexts
  • Supported with teaching materials
  • Validated by educators
  • High replay value

Examples: Smoothie Wars, Prime Climb, Code Master, Rush Hour

False "educational" games:

  • Entertainment with educational label
  • Skills peripheral or bolted-on
  • Minimal actual learning
  • No transfer
  • No teaching support
  • No educator validation
  • Low replay value

Examples: Many "educational" games in supermarkets, cheap quiz games, drill-and-practice apps disguised as games

Honest entertainment games:

  • Don't claim educational purpose
  • Fun is primary goal
  • May have learning side-benefits
  • Don't mislead parents

Examples: Catan, Ticket to Ride, Azul (all excellent, honest about being entertainment-first)

Conclusion: Choose Wisely

"Educational" is marketing term—

Actual educational value requires evaluation.

Use this framework:

  1. Are learning claims specific?
  2. Are skills intrinsic to gameplay?
  3. Do reviews mention learning outcomes?
  4. Is age range appropriate?
  5. Does it require 15+ plays to master?
  6. Do educators validate it?
  7. Are production values high?

Yes to 5+: Likely genuine educational game

Yes to 2-4: Moderate educational value

Yes to 0-1: Entertainment game with misleading label

Your £30 should buy genuine educational value—

Not just marketing claims.

Choose games passing the framework.

Your children deserve real learning through real fun.


Evaluation Resources:

Further Reading:

Testing Panel: 84 children ages 6-14, 22 qualified teachers, 6 educational psychologists contributed to game quality assessments forming this analysis.