Perhaps most interestingly, some video games simply place the player in a virtually re-created world, in which the character he or she controls is free to explore and interact with, to the extent to which the developers have implemented the world, the actions available to the player character, and the world’s reactions to these actions. Unsurprisingly, one area where the educational potential of such virtual world games has been harnessed is culture (see, for example, Kardan 2006; Anderson 2007; Lameman and Lewis 2011; Leavy 2014), with the Australian Aboriginal-themed virtual world Virtual Warrane II: Sacred Tracks of the Gadigal (2012) an especially interesting example. Built for an exhibition in 2012 in Sydney, Virtual Warrane depicted the Aboriginal cultural landscape around Sydney Harbour prior to European arrival (Tsigas 2012).