Not-so-serious games for language learning. Now with 99,9% more humour on top

Ivan Lombardi

Research output: Contribution to journalArticlepeer-review

6 Citations (Scopus)


Verbal and figurative humour characterise some of the most memorable commercial video games. Humour, in general, is also a precious strategy to enhance language learning. What happens if we embed humour in serious games for language learning? This paper will briefly cover: a) the origin of fun; b) the essence of humour; c) both the cultural dependence and the universality of humour; d) its meaningfulness to language learning. In the end, a proposal for integrating humour in serious games is formulated, along with several examples of ‘teaching humour’ extrapolated from a successful commercial video game (Day of the Tentacle).
Original languageEnglish
Pages (from-to)148-158
Number of pages11
JournalProcedia Computer Science
Publication statusPublished - 2012
Externally publishedYes


  • culture
  • fun
  • humour
  • language learning
  • psychology of language learning
  • serious games


Dive into the research topics of 'Not-so-serious games for language learning. Now with 99,9% more humour on top'. Together they form a unique fingerprint.

Cite this