This document discusses building a sustainable innovation ecosystem for video game-based learning. It argues that current game-based learning products have not achieved critical mass due to three main problems: 1) schools need to be redesigned to be intrinsically motivating; 2) game-based learning is not being deployed disruptively; and 3) a sustainable innovation ecosystem must be constructed. It proposes targeting areas of non-consumption and using disruptive implementation strategies to pilot game-based learning before approaching mainstream schools. Government funding alone will not create the needed innovation ecosystem; collaborative efforts are required between various stakeholders.