The role of the context in the emergent balance between game aspects and learning (e.g., in the social tactics developed by the players) implies that one should be cautious in extending the findings of effectivity studies to the home context, as they often use interventions in formal class settings. Although more research on the integration of digital games in classroom settings is needed, existing research points to the fact that well-considered classroom management, including the design of the curriculum and mentorship surrounding the game, is a very important aspect when integrating games in the curriculum. Therefore, we can expect that in a class situation, games will be more explicitly part of a didactic curriculum: playing games will be mediated more strongly by the teacher. At home, however, players often have more freedom: the rules on when, how, or how long to play are less strict. Researchers should therefore acknowledge that understanding both players’ personal motivations and the context in which the games are played are crucial: learning and gaming emerge in the space where design strategies, player intentions, tactics, and context meet. For instance, our study suggested that children with a strong dislike for a specific educational subject matter – and therefore a low ‘tolerance level’ for that type of content in games – can be expected to develop more elaborate avoidance tactics than children that like, or are better at, that subject.