The document discusses a project by Carnegie Mellon University Libraries to create educational games. It notes that games can be effective learning tools as learning can be fun without consequences for failure. The project timeline included deciding on games from March 2006 to August 2006, designing and producing the games from September 2006 to February 2007, and testing and marketing the games from March 2007 to August 2007. The document provides references and links to other library gaming projects and information on game players and culture.