“…The commercial endeavors in this context form a billion dollar empire and engage participants from all over the world. Recently, educational researchers have begun to assess these interactional spaces and gaming models as beneficial for learning (e.g., de Freitas, 2006;Gee, 2003Gee, , 2005Jenkins & Squire, 2004;National Summit on Educational Gaming, 2005;Prensky, 2001;Steinkuelher, 2004Steinkuelher, , 2007, and, more specifically, for achieving communicative and intercultural competence (e.g., Bryant, 2006;García-Carbonell, Montero, Rising, & Watts, 2001;Thorne, 2008c;Thorne & Black, 2007. Mediated experiences in different online social and gaming worlds allow users to experiment and interact with a wide variety of norms of communication and social interaction (e.g., Steinkuehler, 2006).…”