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This research examines the practices and perceptions of stakeholders within Edtech companies developing digital games for schools. Through qualitative methods, including website content analysis and interviews with 12 participants from four global Edtech companies, three key contradictions emerged: the game’s purpose as either fun or learning, the teacher's role as a primary integrator or secondary facilitator, and the focus on global or local contexts. While Edtech companies significantly contribute to digital game development, their influential position can inadvertently reinforce these contradictions, potentially hindering their intended educational impact.