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Cited: Gee, James P. "Good video games and good learning." Phi Kappa Phi Forum 85.2 (2005). InfoTrac. Chapman University. 10 Nov. 2005. Green, Shawn, and Daphne Bavelier. "Action Video Game Modifies Visual Selective Attention." Nature. 29 May 2003. 8 Nov. 2005 <http://www.bcs.rochester.edu/people/daphne/GreenandBavelier.pdf>. Gunther-Mohr, Carol . "Virtual reality training takes off." Training & Development 51.6 (1997). InfoTrac. Chapman University. 14 Nov. 2005. Kiefaber, Matt. Implications of Online Gaming. 19 Apr. 1998. 7 Nov. 2005 <http://www.units.muohio.edu/psybersite/cyberspace/onlinegames/index.shtml>. Plato. Dialogues of Plato. Vol. 1. Trans. Jowett. 3rd ed. London: Oxford University Press, 1892. 5 vols. 14 Nov. 2005 <http://oll.libertyfund.org/EBooks/ Plato_0295.pdf>. Roach, John Schie, Emil, and Oene Wiegman. "Children and videogames: leisure activities, aggression, social integration, and school performance." Journal of Applied Social Psychology 27.13 (1997). InfoTrac. Chapman University. 7 Nov. 2005. Sutton, Jan. 1000 Pocket Positives. Oxford: How To Books Ltd, 2003. Sykes, Wylmarie, and Robert D. Reid. "Virtual Reality In Schools: The Ultimate Educational Technology." Technological Horizons In Education 26.7 (1999). InfoTrac. Chapman University. 14 Nov. 2005. Toliver, Wendy. Little Giant Encyclopedia of Inspirational Quotes. New York: Sterling Publishing Co, 2004. Walsh, David. "Intereactive Violence and Children." 21 Mar. 2000. National Institute on Media and the Family. 6 Nov. 2005 < http://commerce.senate.gov/hearings/ 0321wal1.pdf >.