This document discusses using video games across various academic disciplines and as subjects of study in the liberal arts. It outlines how games can be used as pedagogical tools for skills like problem-solving, collaboration, and systems analysis. Games can also serve as research instruments through simulations and virtual worlds. Finally, video games are a social and cultural phenomenon that can be studied through their influences, representations, industry, aesthetics, creativity, and role in everyday life. The document provides examples of specific games and how they relate to subjects like math, physics, history, geography, sociology, environmental studies, political science, economics, psychology, film and more.