According to a 2009 study by the American Life Project, 97% of teenaged Americans play some form of videogame, be that on the computer, the internet, on a handheld or on a console. Games are everywhere, and theyre here to stay. On the flip side of that coin, a 2006 educational report by the Bill & Melinda Gates Foundation entitled The Silent Epidemic identified that upon questioning large stratified sample of US high school drop-outs over why they hadnt received their high school diploma. 47% of the interviewees cited their main reason for a lack of success as classes not interesting. If we correlate this with a separate study by the Alliance for the Excellence in Education which puts the amount of drop-outs each year to be around 1.2 million, we can make a reasonable case for there being around 600,000 drop-outs who just couldnt find themselves motivated by the educational system in its current guise, and thats just in the US alone. I believe there must be a link between these two seemingly disparate facts. They simply cant be a coincidence: gaming has surely done something to the education system, and its not necessarily a good thing. Please dont misunderstand the article - this wont be an attempt to debunk gaming as something that corrupts innocent young minds; the educational problem gaming presents goes much deeper than such a shallow reading of events. In essence, Im hoping to address the problem not in terms of what we engage with, but how we engage with it, and how videogames and technology in general has changed this all-important trait. But one thing is clear- there certainly has been a change. Weve adapted our thought processes to fit our digital lives, and thats bad news for the education system. Yet we shouldnt despair. Whilst this article will argue that the current education system has been found wanting by the advent of gaming, it will also argue that the solution for these problems come from the games themselves.