“…'Community' here might be seen as adding layers of information to a home community by providing an alternative reality with a historical or scientific storyline (Barab et al, 2005;DeVane et al, 2009), adding layers of learning and social interaction around a student-valued practice such as gaming (Steinkuehler & Duncan, 2008;Magnifico et al, 2012;Lammers, 2013), watching anime (Black, 2008(Black, , 2009, or reading fiction (Curwood, 2013). In this line of thinking, new media-supported environments open users to new levels of access, new perspectives, powerful habits of mind, multimodal channels of delivery, and gateways into new and existing communities of practice.…”