For the last couple of years, I have been exploring an interest in digital game-based learning (DGBL). Games are increasingly ubiquitous as they move beyond traditional PC and console formats and onto personal mobile devices. People spend hours at a time engrossed in games. Many people, of course, see this as an addiction, but it can also be seen as an opportunity. Games are able to hold the player’s attention for so long because they are engaging. A good game offers just the right amount of challenge: not so easy that it quickly becomes boring, and not so hard that it gets frustrating. A good game allows exploration and choice, drawing in the player as decision maker. A good game encourages the use of critical thinking skills to solve puzzles, defeat foes and advance the plot. Most crucially, a good game allows for failure. The player gets stuck or loses, and then has to go back and critically reassess where things went wrong and how to do it better next time.