“…At the same time, educational scholars have countered such anxieties by reframing young people's video gaming practices as a form of Science, Technology, Engineering, and Mathematics (i.e., STEM) learning, where the computational skills inherent to video game play and design are positioned as future-proof career skills (e.g., Ball et al, 2020). Concerned with the neoliberal logics guiding such rationalizations, in this study, as in earlier work (Robinson & Wright, 2023), I have understood video games in general and the GGC in particular as sites for the enactment and protection of “vitality rights” (Boldt, 2020, p. 210), or the rights of young people to be present, to be curious, to move and be moved, to engage in unproductive play and exploratory design without their activities only taking on value within an economic grid of intelligibility.…”