This document discusses 10 case studies of digital games used for business purposes such as training employees, educating customers, and marketing. It provides examples such as trivia and strategy games used by companies like H&R Block, Boston Consulting Group, Ameritrade, and Wizard of Coast. The document analyzes each case study on how effectively it informed, trained, marketed to users, and affected player behavior. It concludes that while some games like Don't Be Bob were good for marketing, their effectiveness for training was limited and games should fulfill multiple functions like changing consumer behavior for marketing purposes.