OLPC seemed to implicitly expect that children using the XO laptop would adopt their definition of play as one that involved video games and competition and one that ultimately led to programming—a starting point to learning deeply about computers and adopting the values of the programming community. In this way, they projected their own values onto the children they hoped to reach. They assumed that these children would find the same kinds of play captivating, and that this play would lead to the same positive outcomes in these children’s lives as it appeared to have in their own.

