PC-based games are increasingly being used for military training domains. Proponents of training games argue that younger Soldiers are part of the "digital" generation, and having grown up playing videogames they will respond positively to their use in training. However, in a series of research projects we've found that these assumptions may be overstated. This paper covers two research efforts that analyzed Soldiers' videogame experience, as well as the impact of trainees' prior experience on training outcomes. The first project surveyed a total of 777 first-year U. S. Military Academy Cadets who participated in a team tactics training exercise using America's Army, over two years. Results across both years indicated that 60% of Cadets had limited or no videogame experience in the prior year. Additionally, the amount and type of prior gaming experience correlated with training outcomes (i.e., performance, training satisfaction, motivation, and time on task). A second project assessed the frequency that Soldiers of all ranks play videogames compared to engagement in other recreational activities. Results suggest that fewer than 32% of over 10,000 U.S. Army Soldiers surveyed across various ranks play videogames recreationally on a weekly basis (numbers vary by rank). For the ranks with the highest frequency (E2-E4), only about 42-52% play commercial videogames on at least a weekly basis; whereas, more senior enlisted ranks and Officers/Warrant Officers play videogames far less frequently (5-30%). Consistently, our research shows that the assumption that most Soldiers are gamers is exaggerated. Continuing to act on this assumption can be troublesome unless certain precautions are taken.