In this panel, we’ll consider (and attempt to predict) how games might be used in higher education in a post-COVID 19 world. We’ll make a few assumptions about the financial state of small and large colleges, the proliferation of (what is currently) new technology, and the new expectations that administrators, instructors, and students will have. We’ll then explore a series of questions. Will serious games be more popular for instructors leaning on synchronous education or asynchronous education? Will more higher ed games be designed by companies or custom-made by instructors? Which kinds of online educational games create the most helpful college relationships (student-student, student-faculty)?