Furthermore, an important issue that is implied through this paper and should be taken into serious consideration is the urgent need to change teaching methods in order to enhance the skills that future citizens will need in a digital society. According to Prensky (2005) teachers should learn to use computer games as tools that provide engaging and effective learning experiences for students. However, teachers with little experience in the use of computer games are reluctant to use them (Gros, 2007). For this reason, it is important to design guides that can explain the merits of games to teaching staff and enable them to use them in a way that is oriented far more towards the acquisition of the knowledge required by the school curriculum (Gros, 2007). However, it should be taken into serious consideration that there is a series of basic issues that should be investigated not only from the point of view of educators but also by the computer game designers. For example, an important issue of computer games to be investigated is the time that is necessarily required to produce an activity. Generally, the games require many hours and, on occasion, it is difficult to establish the sequences of play that should be significant for both the students and school curriculum. In this sense, the most efficient thing to do is to let students continue to advance their knowledge of play outside the classroom, via the provision of access to the game in the school.