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Teachers’ technological, pedagogical, and content knowledge in games (TPACK-G) is known to determine their acceptance of digital games for learning. Additionally, the user experience (UX) offered by curricular products also impacts their acceptance by educators. However, how UX and TPACK-G together affect teachers’ acceptance of games is not known. We compare the UX of digital curriculum guides by teachers (N=100) at different levels of TPACK-G. Analysis include two-way, mixed model ANOVAs with repeated measures on subscales of UX. Significant differences among UX scores by teachers found to be largely based on their game knowledge (GK). Findings indicate that GK plays the greatest role in impacting teachers’ perception of curricular material and acceptance of games for learning.