The world is changing and so is the classroom.
As digital games become a bigger part of our culture, so does the potential to transform a students’ educational experience.
This game consists of foundational learning and requires no classes, no textbook, and is self-paced. As an educational tool, the game will teach general business knowledge in a relatable medium (video game) for a technical generation of students. Students will apply academic concepts through simulation to produce a realistic profile of strengths, weaknesses, and goals required to execute a business venture project.