Since its creation by us in 2020, Smart Grid MR 2.0 was regularly used in practical lectures addressing the topic of energy conversion and storage, in particular with our Master level students at the Université de Picardie Jules Verne (Amiens, France), and also in science festivals and specific demonstrations to visitors of our university. In the following we report a detailed study we have performed in order to characterize the pedagogic impact of this serious game. We investigated the game learning outcomes, motivation by the students, ] cybersickness , immersion and presence, student experience, and collaboration between them. After a professor (Prof. Alejandro A. Energy Storage and Conversion) were requested to score the maximum number of points by both managing the mixed reality electrical grid infrastructure and by collecting as much as gifts as possible in the VR environment (cf. Figure ). The students were requested to complete a series of questionnaires before and after playing the game.