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Many have argued that the gender gap in IT stems from experiences at home with boys having their first experience with IT through playing video games while girls miss out on the opportunity (Natale, 2002). The goal of this paper is to examine how gender dynamics around video games, family values, and culture shape girls’ participation and identities around video games. The implications of understanding girls’ gaming in the context of home for supporting the sustainable impact of educational workshops and programs that aim to use video game play and design as a gateway to attract girls into IT are discussed.