Game-Based Learning seeks to apply the technologies and engagement factors of the hyper-successful electronic games sector, and of games more generally, to create effective learning experiences. This includes everything from the creation of original games with learning outcomes embedded in the gameplay (“serious games”) to the game-like animation (“gamification”) of more traditional learning approaches .
Venture opportunities in Game-Based Learning are available to publishers, game designers, instructional designers, inventors, educators, etc, with practically no age or subject restrictions. The rapid diversification of gaming platforms (e.g. Wii, Kinect, tablet, mobile, etc,) is expanding the opportunity domain.