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Using a digital math game intervention that shows potential for higher-order mathematical thinking for children who play, I use digital game-based learning as a tool for advancing the equity agenda in mathematics education. Specifically, I analyze students’ perceptions of good math game players. Understanding student views of who can successfully learn from playing a digital math game are important for persistence in learning math through gameplay. This study extends the Draw-a-STEM person literature to include gamers. Introducing digital game-based learning centered around a high-quality digital game could help underserved students find interest in STEM courses and careers, while simultaneously increasing their mathematical thinking, providing access to deep mathematical learning.