This paper considers the relation between literacy, social media practices and rhetoric, by focusing on game-related spaces as sites for learning. Studies from various disciplinary research domains like anthropology (e.g. Ito and Bittanti 2010) and socio-linguistics (e.g. Gee 2003) connect games and learning. Gee (2003) provocatively claims that games can be considered more powerful learning environments than traditional education. He attributes several learning principles to gaming, thereby also calling attention to affinity groups “bonded primarily through shared endeavors, goals, and practices and not shared race, gender, nation, ethnicity, or culture” (Gee 2003: 197). These observations are supported by recent research that has provide...