When it comes to examining the diffusion of videogames, and of computer games in particular, outside of a recreational context, the use of this peculiar tool for schooling is certainly one of the most interesting subjects an educator could hope for. In fact, owing to data collected by myself and a growing number of researchers in the field of education (Egenfeldt-Nielsen, 2006; Felicia, 2009; Wastiau, Kearney & VandenBerghe, 2009; Minoli, 2009; Lombardi, 2012), teachers are actually intrigued by the educational potential of digital games, but have no idea how to harness this latent power and/or can’t work out how to accommodate the medium specificities in the school curriculum.