The knowledge society places young people of all ages in a new social, family, school and work context. For today's youth, ensuring success in life is increasingly important, to facilitate this objective it is essential to develop different transversal skills that complement their training and can improve their productive performance in a work, business or social environment. For the 21st century, society's desirable competencies are framed in "know-how", such as: analytical and innovation thinking, complex problem solving, critical thinking, creativity, originality and Initiative, resilience, stress tolerance, flexibility, technological appropriation, monitoring and control, design and programming, leadership, social influence, among others. The competition for innovation stands out in this group, not only as a strategy to generate competitive advantage in companies or the individual, but also to help solve the main universal social problems, especially poverty and unemployment. It is imperative to create strategies for the development of a culture of innovation orchestrated by the youth that will be the protagonist in the society of the 21st century. Technologies of learning and knowledge (TAC) are the strategic vehicle to help this purpose. TACs, due to their low cost, advanced technological development, and their great hooking power for youth, become an ideal tool for the development of innovation competence, serious digital games stand out within their diverse number of applications. This research work is focused on demonstrating that the use of serious digital games can develop innovation competence in young university students.