AbstractDiscourses that establish the potential learning benefits of digital games for schooling too often focus on learning as a product of relations between student and gameplay, adopting overly deterministic positions that have long been associated with digital technologies and education. This paper draws on ideas from postdigitalism to problematise such narrow conceptualisations of digital game-based learning (DGBL). The analysis of one Australian school’s experience of incorporating digital games into their senior English curriculum provides a break from broad generations and allows a focus on the web of relations within which digital games exist when deployed in formal school contexts. An analytical framework which draws on three ideas emerging from postdigital studies is utilized to explore relations of power through which digital games interact as they are played and studied in schools. This analysis suggests that unitary logics about learning and digital games are insufficient and highlights the importance of engaging with the complexity, continuity and contingency in DGBL contexts to combat the hyperbole that surrounds digital games and education. Postdigital attention on actual instances of digital game deployment reveals the fragility of all knowledge claims about these technologies, contributing to a more critical discourse regarding their potential to impact school learning.