This article offers an overview and analysis of the ways in which first-person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramifications of leadership decisions from the varying positions of leaders, followers, and collaborative team members. This article discusses videogames as artifacts of popular culture and leadership and offers an example-driven discussion of how specific games have been used in a leadership studies classroom to teach about and for leadership.
© 2022 The Authors. New Directions for Student Leadership published by Wiley Periodicals LLC.