Computer games can provide active and experiential learning environments, supporting problem-solving and collaboration, providing a forum for practice and learning through failure. Through scaffolding and immediate, contextual feedback, they can facilitate the transition from novice to expert. They can engage users, with mechanisms such as the use of compelling challenges and rewards, competition, satisfying curiosity and the human urge to complete sets. Above all, they can provide safe playful spaces for mistake-making and reflection, in which learners can experiment, build things, create mythologies, and have fun. However, obtaining or developing appropriate games for formal educational contexts is often problematic. Commercial games may not map closely to desired curricula, while bespoke games are typically time consuming to develop and require specialist skill sets and expertise. Digital games are often expensive to purchase or produce, and learners - particularly those in Higher Education, an increasingly expensive proposition in the UK - need to be convinced of their appropriateness and value for money. While the use of digital games for learning can be effective, it may not be practical given the increasing economic constraints, and this paper aims to present alternative ways in which the theory and practice of computer games could be used in education. Three alternative approaches to game-based learning without the expense will be presented. First, the option of developing lo-fidelity games, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create game-based learning experiences. Second, the notion of learning from games rather than with them is discussed, by examining what games are good at and how they achieve it, and looking for ways to embed those elements in traditional teaching practices. Third, the option of giving learners agency as creators of games rather than as consumers is presented, so that they become the developers and it becomes the process, not the product, that facilitates learning. The appropriateness of each of these approaches will be considered, and the advantages and drawbacks of each approach discussed, taking into account both practical and pedagogic issues. In this way, the paper aims to offer alternative ways of thinking about the potential of digital games for learning, and present possible solutions to the increasing financial constraints that face the field. [ABSTRACT FROM AUTHOR]