The fundamental component of language learning is the lexicon. Among various ways employed to facilitate vocabulary development, playing video games can highly contribute to developing vocabulary incidentally. This study examines how playing digital games impactsEFL learners’ incidentalvocabulary acquisition. It also investigates gender in digitalequity using a digital game, i.e., Minecraft. A total of 73 male and female Iranian pupils between the ages of 9 and 14 were recruited to examine whether incidental vocabulary acquisitionthrough gameplay was effective and to determine whether gender could affect the results. As such, the two-way ANCOVA was run through SPSS to analyze the data. The results indicated that the gamers performed far better than the memorization group. However, no interaction effect between gender and the dependent variable was observed. The implications of the findings can benefit educators and young learners to choose appropriate digital games as supplementarytools for L2 lexical acquisition. The findings contribute to the increasing research on digital games’ potential as an effective tool for promoting vocabulary development.