Third, users reject some of the game’s design strategies. The game structure allows replaying individual mini games, but does not allow for replaying individual 3D world levels. However, respondents reported they actually wanted to replay the 3D world levels, and were not interested in replaying mini games. In this way, what the players want is at odds with what the game offers. The players stopped playing, rejecting the game structure entirely. The design strategies aimed at promoting the educational content met user resistance and actually reduced the potential lifespan of the game. This type of user rejection can be seen as a case of ‘non-use’ of technology (e.g. [4,48]) due to the mismatch between what the game offers and what users want: it is a specific type of technology non-use that can be interpreted as an extreme position in the continuum ranging from user compliance, over user resistance, to user rejection.