One current idea about the future of serious games is that their success stems for a significant part from the use of technologies that were first developed for video games. It is thus often considered that serious games are just video games targeting particular application fields. 2D and even more 3D animation are supposed to foster players’ immersion, and therefore boost the realism of the play. If such assumption proves to be true for some of application fields, it may on the opposite increase reluctance to the use of serious games in others. Such can be the case for instance with business games which in their majority do not resort to 2D or 3D techniques. From a psychological perspective the reluctance vis-à-vis such techniques comes precisely from the fact that games that use them are assimilated to video games played by children or youngsters willing to escape the complexity of real life. One can of course question the validity of such assertion, but whether true or not, it raises a connected question. By providing a detailed environment in which the player has to take decisions, does animation sometimes simplify the decision making process which confronts players in real life? Indeed in real life, decision makers may be confronted to uncertainties about their environment, and consequently they may have to build different scenarios, possibly corresponding to different environments. In other words in such cases providing a 2S or 3D highly realistic environment may paradoxically keep the players away from real life.