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The notion of “third places” refers to the informal social environments for communal and social interaction. Both Oldenburg (1989) and Putnam (2000) argue for the importance of “third places” for community, comfort and social interaction. With the advent of personal media, more Americans are becoming increasingly disconnected from the types of social venues that foster and support a social place for interaction beyond work and home life. Many argue that virtual worlds in different forms have become a type of “third space”. This investigation explores the complex dynamics that evolved as a result of using an online game for a course in game design and how “third place” activities impacted teacher/student relationships, student/student relationships and classroom interaction.