My experience has been that when I discuss with other instructors on how I use games in the classroom, instructors tend to look at me dumbfounded, as if I'm wasting class time letting students play games all day long (yes, making class fun is exactly the point). Since I currently teach English Comp and Lit, my quests would be:
1) To demonstrate how gaming can elevate the rigor of college courses, no matter the discipline (no, really, designing a game that people want to play is really hard!)
2) To create effective assessment measures to show how gaming help students to succeed in future college courses (I am teaching introductory college comp courses after all).
I am quite hopeful that after "absorbing" all the good ideas and vibes from this MOOC, I will be able to immediately implement my goal to insert gaming in college courses (Philosophy courses? Here I come!)
The one pitfall about the book (and criticisms I've read in Goodreads) is that Jim writes about games that people may not have played. The games are not new, so people can get them for cheap money, but sometimes if you're not a gamer you may feel a bit lost :)