This paper explores the relationships among computer games, fantasy, and learning. The authors first define what they mean by ‘game’, more specifically, ‘computer/video game’. They describe game characteristics and the key factors that make an activity or a game motivational and compelling, including fantasy and curiosity (Malone, 1980; Malone & Lepper, 1987; Myers, 1990, cited by Waal, 1995; Garris et al., 2002; Vockell, 2004). The terms fantasy and curiosity are then discussed and the implications of the use of fantasy in games are explained.