We started to imagine how games might be applied to more than just leisure and entertainment. We started to question assumptions such as what business we were in (entertainment, marketing, or services?), what product we should offer (games, advertising, training, consulting, enabling technology?), and who our real customers could be (geeky adolescents, adults, Fortune 500 companies?). We started to visualize how we might connect the gaming medium—which had a large and growing demographic of users—and the Internet medium—which had a large and growing group of companies trying to figure out how
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