There is intense interest in computer games. A total of 65 percent of all American householdsplay computer games, and sales of such games increased 22.9 percent last year. The averageamount of game playing time was found to be 13.2 hours per week. The popularity and marketsuccess of games is evident from both the increased earnings from games, over $7 Billion in2005, and from the fact that over 200 academic institutions worldwide now offer game relatedprograms of study.In view of the intense interest in computer games educators and trainers, in business, industry, thegovernment, and the military would like to use computer games to improve the delivery ofinstruction. Computer Games and Instruction is intended for these educators and trainers. Itreviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, ineducation, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use bylower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars ofgames will respond to the evidence reviewed.