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This study discusses the psychological and sociocultural need for play, delineating the pros and cons of utilizing video games, virtual 3D worlds for both online and in the classroom followed by two case studies, which demonstrate the power of becoming an avatar within virtual spaces. This qualitative research investigation uses methods employed by collecting data through voluntary participation, students discussion logs, formal and informal interviews, and observation through video recording. These studies identify the significance of psychological activities and cognitive challenges using avatars to motivate learning holds true even when examined through the lens of constructivist, socioculturalist, behaviorists, psychological, developmental, cognitive, and sociolinguistic theories. Additionally this research analyzes several important studies that have shown the potential for the educational impact of, virtual 3D worlds and video games on learning.<\/p>","DOI":"10.4018\/jgcms.2011100102","type":"journal-article","created":{"date-parts":[[2011,11,16]],"date-time":"2011-11-16T12:46:45Z","timestamp":1321447605000},"page":"19-32","source":"Crossref","is-referenced-by-count":0,"title":["Behind the MASK"],"prefix":"10.4018","volume":"3","author":[{"given":"Yadi","family":"Ziaeehezarjeribi","sequence":"first","affiliation":[{"name":"Indiana State University, USA"}]},{"given":"Ingrid","family":"Graves","sequence":"additional","affiliation":[{"name":"Indiana State University, USA"}]}],"member":"2432","reference":[{"key":"jgcms.2011100102-0","first-page":"65","article-title":"Power, identity, and the third rail","author":"W.Au","year":"2005","journal-title":"Narratives from the classroom: An introduction to teaching"},{"key":"jgcms.2011100102-1","doi-asserted-by":"publisher","DOI":"10.1007\/s10956-006-9033-3"},{"key":"jgcms.2011100102-2","unstructured":"Berghoff, B., Egawa, K., Harste, J., & Hoonan, B. 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