The 'emerging trends' are serious games (I really hate that term) and virtual worlds. Readers will appreciate the chart listing definitions and terms describing games (because, you know, we have to at all costs avoid simply using the word 'game' because pointy-haired bosses might not like it). That said, Sara de Freitas identifies the significant trends: not that they are 'serious', but that they are social and immersive. Also, she hits precisely on the point where games challenge traditional learning: "In the end, it would seem as though learning becomes less about the ability to reproduce standardised components of learning, and more about allowing individuals to inform and design their own learning interactions and transactions." PDF. More from BECTA's third edition of Emerging technologies for learning.