Abstract
Serious games are increasingly used by business educators to improve learning outcomes. Student enjoyment is a major factor in these outcomes, for the learning effectiveness of serious games depends in large part on the enjoyment that students experience when playing them. The literature on serious games has shown that there is a link between performance and enjoyment: students who perform well when they play serious games derive greater enjoyment from them. However, the way to help students perform better remains unclear. This chapter examines a mediation model for the relationship between computer game experience, computer game self-efficacy, student enjoyment in learning contexts with computer games, and the improvement of the gaming performance of students. The findings point to four ways for educators to help students develop computer game experience and computer game self-efficacy and improve their learning outcomes.