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This study investigated the relationship between the degree of student engagement in technology-based activities and their STEM major selection in 4-year postsecondary institutions. Multilevel structural equation modeling showed that 1) students who used video- or computer games more frequently were more likely to choose STEM majors by comparison to their counterparts; 2) video/computer game activities mediated the link between being a student from a minority or lower socioeconomic background and STEM major selection, and 3) female students’ low engagement in video/computer game activities was associated in part with their underrepresentation in STEM disciplines. The study provides evidence that integrating technology-based activities into STEM curricula could motivate underrepresented students to enter STEM fields.