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E-Line’s consumer games are designed to fire the imagination, catalyze curiosity and create gateways to new ideas, themes and interests. Our game-infused learning programs enable pathways of learning from middle school through college and beyond.
E-Line combines "high-tech" products with "high-touch" services including blended learning programs, teacher professional development and youth competitions and showcases. The company’s game-based-learning offerings have been used in over 10,000 schools and after-school programs with hundreds of thousands of students, primarily through a ‘bottoms-up’ direct-to-teacher publishing methodology. The company's first consumer game, Never Alone (Kisima Ingitchuna) will be released Fall 2014 and has received extensive positive press and multiple accolades including best of E3 from Polygon and Top Ten Family Game from Yahoo Tech.
E-Line frequently partners with academic researchers, foundations, government agencies and social entrepreneurs to develop and distribute its products and services. The Company has worked on high-profile impact-focused game projects throughout the world with partners including the MacArthur Foundation, National Science Foundation, Bill and Melinda Gates Foundation, AMD Foundation, USAID, DARPA, White House Office of Science and Technology Policy, California Endowment, Games for Change, Intel, Google, the MIT Center for Bits and Atoms and the ASU Center for Games and Impact.