For example, games are said to have qualities that increase student motivation (Papastergiou 2009; Garris et al. 2002), provide a more authentic learning experience (Galarneau 2005), teach systems thinking (Torres 2009; Salen et al. 2011), facilitate collaborative problem-based learning (Kiili 2007), and make players talk and conceptualize in ways that are similar to professional practices (Shaffer 2007).