The Educational Game Format (EGF) is an open file format designed to represent and package educational games, aiming to free them from proprietary ecosystems. Released in version 1.0 on 25 November 2025, the format emphasizes simplicity and interoperability, enabling teachers, institutions, and developers to create, share, and use educational games without relying on a specific tool or provider. Developed by Hervé Yvis, the EGF provides a standardized way to represent an educational game in a file, separating the game from the application used to create or use it. A game in EGF format can be created with an EGF editor and opened and executed with any compatible EGF player. Applications can be developed for various environments, including computers, smartphones, tablets, and web browsers. The format addresses the issue of dependence on a platform, as resources created in a proprietary environment are often limited to the tools offered by the provider. With an open format, the game file becomes independent of the application used to produce it, allowing the same game to be reused in different contexts and with different tools. The EGF is designed to be accessible enough that applications not specifically developed around EGF can integrate a compatible player. This opens possibilities for educational digital environments, as a web browser, pedagogical application, or institutional platform can integrate an EGF player and allow direct access to educational games. Kaolo Browser, a web browser developed by the Cameroonian company Kaolo Startup, now integrates an EGF player. Users can access educational games directly from their browser without needing to install a specific application for each game. This integration illustrates a fundamental principle of the format: the game belongs to the resource, not the application that reads it. A dedicated format for educational games can address various pedagogical needs. The playful approach allows working on knowledge, raising awareness about certain issues, or presenting situations where the learner must make choices. Several games using the EGF format have already been recommended by different organizations for varied uses. Among them, Professeur Moustapha : Parcours France offers a game around civic integration. Other games address health issues, such as Comprendre Ebola, or digital issues with Les bases de la cybersécurité pour tous. These examples show that educational games are not limited to traditional school learning but can also become tools for awareness, training, information, and civic education. One of the main challenges of the EGF is to give teachers and institutions more freedom in creating their own resources. Instead of having to choose a game creation platform and accept its technical or commercial constraints, a teacher can create a game in an environment compatible with EGF and share the file. The game can then be opened with different players. This logic can be particularly interesting in an educational context where resources need to be durable, shareable, and reusable. It also facilitates mutualization. A teacher can create a game for their students and send the file to a colleague, a pedagogical team, or an institution. The recipient does not necessarily need the same creation software to use the resource. The EGF can thus contribute to making educational games a truly portable digital resource. Beyond the technical dimension, the choice of an open format raises the question of sovereignty and the durability of educational resources. In a digital environment where many resources depend on private platforms, using an open format limits the risk that a resource becomes unusable simply because the application's editor has stopped its service or changed its business model. The EGF aligns with the logic of digital commons: promoting resources that can be shared, reused, and integrated into different environments. This philosophy is particularly relevant in the educational sector, where a resource created today may be used for several years or even passed from one generation of teachers to another. The EGF is still a young format, with its version 1.0 published on 25 November 2025, and a DOI ensuring its identification and scientific durability: 10.5281/zenodo.17635411. Its ambition is clear: to make the Educational Game Format an open standard for educational games. To achieve this, the challenge will be to develop a sufficiently large ecosystem of compatible editors and players. The more tools capable of creating and reading EGF games there are, the more interoperability will gain value. This virtuous circle is the interest of an open format: a file can survive the tool that created it. For educators who want to experiment with the format, a creation guide is available online and allows discovering the process starting from EGF Studio. Developers wishing to go further and create their own editors or players can consult the format specifications on the official website. The EGF format's official site is available at the provided link. The interest of EGF goes beyond the mere creation of games. It raises a broader question about how we design educational digital resources: how to ensure that a resource can continue to be used, shared, and adapted independently of the tool that produced it. By proposing an open, simple format designed from the start for interoperability, EGF provides a possible answer to this question. For teachers, it means being able to create and share games without necessarily being confined to a platform. For institutions, it is the possibility of distributing durable and reusable resources. For developers, it is the opportunity to build a common ecosystem around a shared format. The EGF thus bets that an educational game can be both playful, digital, and freely portable from one tool to another.