The document discusses using video games to socialize and activate students. It introduces LectureQuiz, a solution that uses existing classroom technology like PCs and WiFi to allow all students to participate in quizzes during lectures. According to evaluation results, students found LectureQuiz easy to use, increased learning and attention, and attended more lectures. Lecturers found it useful for feedback and improving class interaction. The document motivates LectureQuiz by discussing challenges of activating passive students and balancing teaching with entertainment.