The ever growing need for widely available, lifelong, personalized education induces researchers to discuss how the design and implementation of game-based learning systems can address the problem. This group case study aims to explore the potential of serious games based on literary plots to develop knowledge, skills and habitual patterns. Specifically, the research project will focus on the question how the design and content of serious games affect their potential to form knowledge, skills and habitual patterns in middle school students. Therefore, we will observe the selected students before, after, and during playing a serious game based on a literary plot, analyze their essays, tests and surveys, and finally interview some of them to learn more about the students' perception of the games and the changes in their skills, behaviors and knowledge. As a result, the findings should provide directions for the development and use of serious games featuring literary works that will support a playful, effective, and personalized learning process.