Video games are gaining more and more attention, and as they become more and more commonplace in the lives of students, educators must find ways of relating to the technologically infused lives of adolescents. Research is going on in many different areas concerning video games and their uses in education. Two key areas are bringing commercial games into the classroom (Charsky & Mims 2008; Adams 2009) and creating purposeful learning environments within an “educational” video game (Rosas et al
2003; Faculty 2010; Kebritchi & Hirumi 2008).