  Naturally, university courses should be designed to attract students,
engaging them to achieve learning goals. Toward this end, the use of Serious
Games has been proposed in the literature. To address positive effects, such as
content memorability and attendance rates, we propose Ambient Serious Games as
games embedded in a computer-enriched environment, which is only partially
perceived mentally by players. In this paper, we describe five technological
key challenges that must be overcome to seamlessly and beneficially integrate
an Ambient Serious Game into teaching. These challenges, derived from a
scenario, focus on the technological provision and conduct of such games based
on a software platform. They include (1) the integration of physical smart
learning objects in heterogeneous environments under dynamic constraints, (2)
the representation of abstract subject matter using smart learning objects, (3)
the guided or automatic connection of all involved components, (4) the
explanation of the components, their interaction, as well as the serious game
itself, and (5) feedback on the game state.
