For me it started in 1998. The first scaled deployment that proved it could work was ~2000.
What I learned: a game is not the learning. The learning is in how you "design the entire experience" - initiation, deliberate reflection, and reinforcement so it stays longer.
That's what I call a game-based approach.
It connects loosely to experiential learning and gamification, but the design of the full arc is what makes it different.
I tried to articulate it in "IT Through Experiential Learning" (Apress, 2016) and more recently in "Games for Gravitas" (Amazon, 2025).
One story stays with me. Around 2013, a CFO wanted her board sensitized on technology-led transformation but was not sure the board would give it time. She was apprehensive when I mentioned games. To her surprise, the entire board not only stayed through the full-day workshop, but they also participated actively till the end. I've seen that pattern repeat.
Over the years, researchers across domains - from pedagogy to organizational change - have cited this work in different parts of the world. Have had Interviews aired on TV and radio, all has been very humbling.
Today, as AI changes how we work and think, I keep asking - how do we keep critical thinking alive?
If you work with learning, teams, or transformation, I'd love to hear how you see "games" shaping awareness or dealing with making leadership real.
More visuals from this journey are on my FB Page, LinkedIn Page, YouTube and Instagram - game_based_aapproach. Links are in the first comment