This document discusses the potential for using video games and gamification in education. It notes that hundreds of millions of people play video games regularly, including many children. While some innovative game-based learning products show promise, they have not achieved critical mass in schools. The document argues that game-based learning needs to be deployed disruptively, targeting areas of non-consumption in education rather than trying to fit into existing school structures. It also calls for the creation of a sustainable "innovation ecosystem" to support the development and implementation of game-based learning. This ecosystem would include strategic partnerships between various organizations across government, industry and academia.