Game-like learning can be effective with specific target groups, however, like any game, though depending on what it is you are creating, it can be very expensive. A company I worked for produced for a UK Government Department a game-like interactive self-awareness, profile-building game aimed at those being exposed to or already taking drugs, smokine or drinking alchol. A turn on to the targetted group, its entire approach was a turn off to many others. Somehow the more learner-centred we make things, the greater the 'narrowcasting' and therefore the appeal and relevance to some, the great to turn off to others.
Game-like learning, more trouble than it's worth?