It's what users want. They want to be entertained. We use games to lure and engage users, but we also use them to educate. With most of our games, we have decided that those who play them will not leave without learning something about coins, history or geography.

That's what she said she wanted to do, ... She said that God told her to do that.

She must have thrown the eldest in first. He would have fought her.

Because the success of the online gaming community is so well-known, the Mint sought to use it as a vehicle for its educational information.