The potentials of using games and gaming for other purposes than just entertainment are very promising. While today initiatives mainly are focusing on the learning capabilities of games and gaming there are many other potential uses. This new use focuses on combining the advantages of gaming (motivation, stimulation and engagement) while in the same time solving different “serious” and time critical tasks. But along with promises comes economic and cultural differences between the game industry (the developers) and the traditional industries (the users). Even though many of these problems can be avoided by setting up projects differently the biggest challenge is to perhaps to fight the prejudices and preconceptions surrounding both camps.