Several interview informants who were familiar with DGBL-related literature and two who had first-hand experience using digital games in their classrooms were able to cite both theoretical and anecdotal reasons explaining this view. The other interview participants and a number of respondents to Item 12 seemed to base this sentiment on assumptions about the values and norms among the learner population. The qualitative data suggest that the assumption of a beneficial impact on learner motivation is the most likely factor explaining positive perspectives of DGBL's relative advantage. The data also suggest that uncertainty with regard to learning outcomes and negative perceptions of cost, particular in terms of time, account for the largely noncommittal response.