This document summarizes a proposed cross-sectional study examining the influences of educational gaming on four age groups: elementary school, high school, college, and the workplace. It reviews literature on differing goals, audiences, motivations, methodologies, and environmental influences of educational games. The proposed study would measure self-efficacy outcomes from simulated real-life gaming experiences tailored to each age group, to better understand how motivations and methodologies impact varying audiences. Recommendations include using surveys before and after gameplay to calculate differences in potentials for learning across groups.