In e-Learning the interest on the use of new kinds of highly-interactive content is increasing. In this regard video games are one of the media that is gaining momentum because of their high potential for enhancing both students' motivation and learning outcomes. Nevertheless, the actual adoption of games in the educational system is scarce. In this paper we identify different open issues to be addressed to reach the aforementioned goal. To deal with these issues and broaden the use of educational video games, we propose their integration into the existing e-Learning infrastructure. Moreover, we present the integration of the <e-Adventure> educational game platform into the widespread Learning Activity Management System (LAMS) and discuss how this approach contributes to push forward the generalized adoption of educational video games. Keywords-activity sequences, <e-Adventure>, e-Learning, LAMS, LMS-game integration