The paper presents a quasi-experimental research conducted on 349 students from 11 secondary schools in Poland. The students were engaged in a digital-game based course on the basics of economics and entrepreneurship. Their attitudes towards entrepreneurship were measured before and after the learning experiences, and subject to a quantitative analysis. The aim of the study was to discover the effects of game-based experience on the change of attitude towards entrepreneurship. Many statistically significant changes have been observed, leading to the conclusion that secondary school students do change their attitudes towards entrepreneurship after playing a specific digital game. In addition, a series of gender and external variables influence effects have been discovered.