“…It is impossible to neglect to include content in digital games. All studies on educational digital game design emphasise the need for learning content for all ranges of user including children (Balli, 2018;Herodotou, 2018;Kiili & Ketamo, 2017;Lowrie, 2015; van den Heuvelhttp://ijlter.org/index.php/ijlter Panhuizen et al, 2013), teenagers (Lester et al, 2014;Marcelo Leandro et al, 2018;Mohd Jamel et al, 2019;Pedersen et al, 2016;Raffety et al, 2016), adults (Brown et al, 2018;Buijs-Spanjers et al, 2020;Gaspar et al, 2020;Kuk et al, 2012;Ross et al, 2014;Vecchia et al, 2015), and the elderly (Cota et al, 2015). In the STEM digital game context, we define STEM learning content as the scientific topic, themes, beliefs, concepts, and facts related to STEM that are often grouped within each subject or learning as part of the knowledge, skills, values and attitudes that are expected to be learned in the digital game.…”