In this paper we consider learning in the context of computer games, in terms of socio-cultural theories on learning and cognition. We emphasise on the tools involved in players’ learning activities, such as the use of »social tools«, and their role in the learning situation. Integrating (parts of) the computer game area with socio-cultural learning theories can prove beneficial for a more balanced understanding of learning in computer (game) environments. As a step in this direction, this paper discusses a case study of Counter-strike players and their learning from a cognitive science perspective.