This document discusses using video games in the English/Language Arts classroom. It begins by introducing the author, Shane Sullivan, an English teacher and department chair. It then discusses research supporting the educational benefits of video games and how Sullivan created a "Great Literature/Great Games" course. Some key benefits discussed are that games are engaging, accessible, encourage resilience, and help teach important lessons. The document provides examples of video games used in the course and activities aligned to Common Core standards. It concludes by encouraging teachers to explore educational uses of video games already familiar to students.