We examine learning culture in a popular online game, World of Warcraft. We analyze the way players learn this complex game through chat conversation with peers. We describe three kinds of learning: fact finding, devising tactics/strategy, and acquiring game ethos. We investigate learning in the zone of proximal development as specified in cultural-historical activity theory. We examine the emotional tenor of learning conversations, noting their drama, humor, and intimacy.
Bonnie A. Nardi, Stella Ly, Justin Harris