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Students are not always comfortable participating in front of their peers for a variety of reasons including fear of discrimination. Shifting large classes online allows for levels of engagement and anonymity not possible in a physical space. Gaming spaces, such as Twitch, are designed for anonymous, synchronous, social engagement in a way that online learning management systems are not. In this case study a large undergraduate course was conducted via Twitch, a staple in the gaming community for live play and socialization around video games. Utilizing the built-in social norms of chatting and the safety of the relative anonymity offered by Twitch, the course saw a level of engagement and active learning during lecture that was unparalleled in previous iterations.