# The world is asking for education games

#### **Relevant metrics for TheGreenGame:**&#x20;

* The impressive [**Duolingo** ](https://www.businessofapps.com/data/duolingo-statistics/)gamified language learning app with over **500 million registered users and $370 million in revenue** in 2022, is a great example of **the impact of gamification.**
* [**Animal Crossing**](https://www.animal-crossing.com/)**:** A similar game which was started in 2001 with $1 million funding, now valued at $5.5 billion with over 31 million users.
* [**Platzi**](https://platzi.com/)**:** Started in 2012 with $500k funding, now valued at $1.9B with over 1 million users. It is a subscription-based education platform.
* [**Coursera**](https://e-student.org/coursera-review/), an online education provider valued at well over $1 billion, is the enterprise choice of customers such as Adobe, Procter & Gamble, and L'Oreal. In 2019, they partnered with the Abu Dhabi School of Government to train 60,000 government employees in digital skills.
* **The number of Nomads has been increasing since the 2000s been** [**around 35 million**](https://abrotherabroad.com/digital-nomad-statistics/#:~:text=nomads%20numbers%20approximately-,35%2C000%2C000%20members,-with%20a%20collective)**.** \
  These Nomads, and their kids will be looking for new and innovative ways to learn while on the go.
* By moving from physical classrooms to corporate e-learning tools, Dow Chemical [saved $34 million](https://e-student.org/e-learning-statistics/#:~:text=By%20moving%20from%20physical%20classrooms%20to%20corporate%20e%2Dlearning%20tools%2C%20Dow%20Chemical%20saved%20%2434%20million%20and%20reduced%20their%20training%20course%20costs%20from%20%2495%20per%20learner%20to%20%2411%20per%20learner.) and reduced their training course costs from $95 per learner to $11 per learner.
* Microscope Simulator: A studio in the Netherlands launched a microscope simulator that saved users hundreds of dollars.

> Chess is the most well-known game that has been teaching players how to think since its invention. It is a proof of how games can be educational and fun at the same time.

*The world is now looking for educational games to help learners of all ages acquire knowledge in an engaging and interactive way.*


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