GBL Team, great work! Your ideas about having students solve world-problems through games reminded me first of the sci-fi novel Ender’s Game, and secondly of the Foldit event, in which gamer’s solved a 31-year science problem in just three weeks. While there is definitely usefulness in “gamefying” problems to solve, I think there is a limit to decontextualizing problems. You suggested they might be able to solve the problem of poverty via gaming—but isn’t this a socio-political issue? Many factors need to be considered, including the idea that people who benefit from poverty are likely not going to cooperate in its solution, people who may hold considerable influence or pose a danger. How do you imagine such a problem would be framed to allow gamers to solve it?