I’m all for any type of educational tool that encourages enthusiasm in students. As Gee and Squire both point out, the introduction of video games as teaching tools is one that could prove beneficial in the classroom. With a sense of agency and involvement, students would no longer be memorizing dates and events, but actually become a part of these occurrences. Ultimately though, the same types of problems that arise with any introduction of technology into the classroom also come up with the introduction of video games. How will schools be able to afford this? How can teachers have the skills to utilize these tools in their classrooms? How can these tools enable teachers to meet state mandates and ensure that “no child is left behind”? How can teachers ensure that these games are used as learning tools and that children are retaining academic knowledge from them? If these types of games are introduced, will they push teachers out since the games will essentially be doing most of the teaching? How can teachers guarantee that children understand that these games are just games and that the idea of using weapons to kill another individual is not something that should be a part of real life? How can teachers make sure that language such as “I like killing easy people” and “I want to kill Sadira too” does not occur (Squire, 11)? Will students who are otherwise unfamiliar with gaming or this sort of technology be left behind? As with any technology, there are numerous questions and complications that can arise, and while Squire and Gee do offer many upsides to the use of games, they fail to address any of the shortcomings.