Innovation thought to consider ...
Second Life has a place to create educational material and take classes. Wired News first reported this in 2004 (Campus Life Comes to Second Life). Now Second Life has formalized the educational zones and provide a wiki to learn more. What is interesting are some of the companies looking to take advantage of this: University of Phoenix and Well Fargo.
This is where a company looked at something outside their normal universe (games) and said "How can we take advantage of that to increase our value to our customers?".