Yes, 50 to 60 years old. Again, Mr. Holder kind of created a bit of a stereotype there in terms of 22-year-olds and jeans—well, we all wear jeans—but the average age of the worker in the industry is about 30 and the average age of a gamer today is about 35. The demographics are quite diverse, both gender- and age-wise.
Games and play are fundamental to learning. It's in our human nature. To learn something is to play with it. Games—video games, digital games—are excellent at recreating certain systems. In fact, some of the best ways to understand systems are through playing with them through games.
My belief, and not only my belief, but it is certainly an opportunity.... I think the challenge from an educational point of view is more so the gatekeepers, and just the bureaucracy of the academic world, in regard to being a company that creates something that is actually useful and relevant and getting that into students' hands, getting that into the learners' hands. I think that while there is opportunity there to innovate from a design, innovation, and functionality point of view, progress in that sort of games and educational space will be stalled because of just the general red tape around the academic world. That's sort of my two cents.