Padak finds that part of this first key is to provide for high levels of engagement (p. 2). Adams (2009), when tutoring a student, decided to use Neverwinter Nights (2002) because of its reliance on text and written conversation in-game. The student being tutored, though a
struggling reader and increasingly self-isolating when reading higher level texts in class, became highly interested and engaged when playing the game (p. 57).