In most cases, serious games would provide strong value proposition linked to the significant project management education. Miller et al. (2019) provided an inter-link across serious games, simulations and games. Most of the simulations would apparently support learning and put more attention on inherent gaming. The games embrace multiple interactions including virtual construction, crashing games and simulation exercise e-learning. This is said to work in tandem with PM techniques, tools and skills among other project activities. According to the arguments raised by Miller et al. (2019), the integration of PM practices and gaming world can be established on the platform provided by PM education and project scheduling game. The author insists that the real-life project scheduling equally applies to the complexities of the gaming models as it is the case with the critical path network. The proposal of scheduling games for multi-project and single-project environments is deemed significant and can equally simulate project control as well as project planning. The most fascinating phenomenon is that a variety of the online games narrow down to the control phase and project planning as it is the case with project scheduling game. The project environments equally apply to the commonly known incredible manager game. Drescher et al. (2018) argued that playing games is in itself one of the most significant artifact said to have appeared in the computer age.