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As part of a larger investigation of how digital tools and games can be used to cultivate college knowledge and elevate college-going outcomes in high schools, this paper examines findings from the first year of implementation of a game-based intervention to promote college knowledge for students in low-income communities. Here, we focus on qualitative findings from the first year of data collection as we sought to document college-going culture and digital infrastructure at the 30 treatment group schools. Findings suggest students face numerous barriers to using technology in school when accessing information resources about college, including temporal, spatial, and technological issues. However, creative problem solving from devoted school staff can increase access and opportunities to support digital equity.