The following paper seeks to explore how the video game Age of Empires II (hereinafter, AoE II) can function as a tool that promotes new learning, contributes to the development of skills and competencies in the individual, and enables new ways of relating to culture and technology. Twenty years after its release, Age of Empires II is characterized by its graphic realism, user-friendly operation, and modest technical requirements, which sustain its relevance. These qualities make it a subject of study for analyzing the relationship between entertainment, learning, and digital culture. In this way, the video game examined in this research can be approached as a complex cultural device (Sedeño, 2010; Aldegani & Cabañes, 2022) that fosters socialization and, at the same time, can be considered a tool with educational potential. From this perspective, through a qualitative approach, the AoE II video game serves as an instrument to reflect on culture, education, and technology; it also allows the understanding and interpretation of the subject’s educational experience and is based on the direct participation of one of the authors as an experienced player. Three dimensions will be analyzed: the cultural dimension, focused on the construction of an identity as a player-historian; the technological dimension, centered on adaptation to learning styles; and the educational dimension, which considers it as a ludic artifact that enriches pedagogical practices.