When it comes to the issues surrounding digital objects in the world of young people, our usual bias, our reflex, is first and foremost to take an approach that is often exclusive to the educator, and not without reason. The interest of this article, based on the example of serious games, is to situate these issues from the viewpoints of both the marketing designer of “products to be consumed” and the educator designing “situations to be educated”. In the process, each borrows the tools of the other. Today, it's a question of reinforcing situations in which the two viewpoints intersect, by adopting the other's point of view and adapting the other's to his or her point of view, which is essential if we are to make progress on shared educational issues and give concrete meaning to the notion of co-responsibility. To develop in the apprentice consumer, if not a cultural reflex in the face of addictive temptations, a critical attitude in the face of omnipresent and intrusive marketing communication strategies.