Int. J. Innovation and Regional Development, Vol. 1, No. 1, 2011 1 Copyright © 2011 Inderscience Enterprises Ltd. Digital games for entrepreneurial learning, innovation and creativity: examples and evaluation criteria Panagiotis Tragazikis Laboratory of New Technologies in Communication, Education and the Mass Media, University of Athens 5 Stadiou Str 10562 Athens, Greece Tel: +30 210 3689426 Fax: +30 210 3689450 E-mail: psemms06007@rhodes.aegean.gr Sotiris Kirginas Laboratory of New Technologies in Communication, Education and the Mass Media, University of Athens 5 Stadiou Str 10562 Athens, Greece Tel: +30 210 3689426 Fax: +30 210 3689450 E-mail: kirginas@gmail.com Dimitris Gouscos Lecturer, Faculty of Communication and Media Studies University of Athens 5 Stadiou Str 10562 Athens, Greece Tel: +30 210 3689422 Fax: +30 210 3689450 E-mail: gouscos@media.uoa.gr Abstract: This paper introduces (a) some good examples of digital games freely available on the web that can be used as educational tools supporting entrepreneurship, innovation and creativity skills, as well as (b) an evaluation framework for identifying such examples. To this end, in the first part of the paper, indicative examples are provided for digital games purposed for entertainment and/or learning, drawn from the broad array of online available business games. In the second part of the paper, the examples provided are evaluated along three dimensions: a generic dimension related to digital-games based learning (DGBL) aspects; and two more specific dimensions, focused on the innovation/creativity and entrepreneurship skills that can be encouraged (and gradually exercised and learnt) through gameplay. The final objective of this evaluation is twofold: firstly, to locate similarities, differences, strengths and weaknesses of the games currently available, that can help identify specific needs for digital games-