



Selected video games challenge the learner to move beyond known paradigms, to play with cultural identities, to experience new cultures and life circumstances interactively, and to take actions to help change the situation for better in real life. This article examines AAA entertainment games (titles developed by a large studio, funded by a massive budget) and serious video games (games designed for a primary purpose other than pure entertainment) to suggest the ways how video games could be used in classrooms to promote cultural values, human rights, world peace, to reduce stereotype thinking and prejudice, and to develop critical thinking. There is growing attention to using video games for educational purposes, however, many educators struggle to find the right context to bring video games in the classroom.
