The use of recreational computer and video games, particularly by young people, is commonplace. It is often suggested that playing these games can also have educational value. This review synthesises the key messages from past research studies which have considered how and why both recreational and educational computer games have been used for learning and the impact of their use on young people. Other areas of investigation include young people's experiences and performances and preferences in using such games. Finally some recommendations are made concerning the planning and design of the future 'edugames'