ENThis study, using semiotics, narratology and aspects of communication theory, focuses on computer games whose main function is entertainment but where cultural heritage is incorporated to highlight educational goals. We analyze popular strategic war and adventure games which are divided into two categories: historical-cultural and cultural-historical games. These are studied by means of content analysis. These games do not require additional preparation to be played, the game process (from beginning to end) is extended in time (from a few days to several dozen or more), and they contain a lot of education-related information. Players may cooperate, communicate with each other, and make collaborative decisions. For this reason, the analyzed games can be associated with the complex development of lifelong learning competence. The aspect of cultural heritage, which manifests itself in certain material and immaterial cultural signs in the studied games, is emphasized in terms of the specific situation of a small country, its representation, and the actualization of one of the lifelong learning competences – cultural awareness and expression competence – in creating cultural and historical narratives.