This is a review of the literature concerning the use of commercial video and computer games in classroom education. Though focused primarily on academic research published in peer-reviewed journals, the review is supplemented by information available in non-peer-reviewed studies, unpublished academic papers, news stories and other venues. This review is structured to address several key points regarding the pedagogical use of video games. The first section briefly summarizes some of the arguments for the educational use of video games. The second section examines the evidence that commercial games—games created and sold primarily as entertainment products—have pedagogical advantages over games created by educators. The third section describes ways that commercial games are used to teach in the classroom. Finally, the fourth section identifies patterns in the literature and points out opportunities for useful further research. While historical perspectives on this question are interesting, this review focuses primarily on literature from the past ten years.