In recent years educational computer games have received increased attention from researchers and educators but less from the game industry. The British Educational Communications and Technology Agency (BECTA) has been one of the main forces in the UK saying that “titles such as Caesar II and Age of Empires operate within the context of ancient history and so include factual in- formation about the period. With the increase in processing power and memory capabilities of new computers, there is an increasing demand for technically accurate simulations involving situations that would normally be impossible for the user to experience in real life. Genres such as real time strategy can lead to the development of game play, which demands that the user is able to test and develop strategies and reassess decisions.” (2001, p. 3).