Hundreds of millions of dollars are being invested by foundations, universities, government agencies and social entrepreneurs into games for learning and social impact. Despite the growing body of research highlighting the enormous potential of games to foster meaningful learning and impact, there are still few examples of projects that have transitioned from research into successful commercial games. This presentation will explore how to close this gap. The talk will cover specific examples of E-Line Media Projects such as Never Alone (Kisima Ingitchuna) a game made in collaboration with a pioneering Alaska Native tribal organization that has been downloaded over 2 million times as well as projects such as Gamestar Mechanic and MinecrafEdu which are currently be used in over 15,000 schools and after-school programs.