Abstract
The article focuses on the area of informal and self-directed learning in the context of computer games and computer game cultures and, based on an investigation of selected educational potentials, aims to offer a basis for the assessment and evaluation of computer games as well as their use in educational contexts. To this end, a conceptual distinction is first made between learning and education in order to escape a narrow instrumental perspective. Subsequently, different types of digital educational spaces are discussed, before specific educational potentials of single-player games and community-based multiplayer games are explained and discussed in more detail. Finally, the paper argues for bridging the gap between formal and informal learning environments.