Many students sitting in K-12 classrooms around the world are growing up playing games that expose them to basic knowledge and skills; however, learning through gameplay is not a common instructional practice in the classroom. Technology advancements have increased the use of multimedia tools that enhance instructional content and, in many cases, empower teachers to move beyond lecture-based formats. There are some K-12 classrooms where teachers are exploring the inclusion of serious games as a mode for delivery of instruction; however, barriers need to be addressed if acceptance of the practice is to expand. These case studies involve several teachers who implemented a serious game in their classrooms, providing insights into their experiences. The participants share their views of the potential benefits, challenges, educational impact, and ideas for future development efforts for serious games. If we are to increase the use of serious games for instructional delivery it is critical that we gain a better understanding of teachers’ perceptions regarding inclusion of serious games in the classroom. As with any innovation implementation, addressing stakeholder concerns is essential for successful adoption. Results from this study will benefit game developers, curriculum specialists, instructional designers, teachers, and administrators.