The document discusses the ubiquity of gaming platforms and their potential for learning. It notes that more people than ever now have access to video game consoles, with 148.4 million people having at least one console in their home last year. It also discusses gaming demographics, with kids ages 6-12 accounting for 20% of online gamers. Finally, it argues that gaming can take advantage of learning theories and potentially synthesize all learning if applied smartly to education.