JET_V5_N3_A2 A Communities Of Practice Perspective On Educational Computer Games Curt Reese Journal of Educational Technology 2230 - 7125 5 3 9 13 Educational Computer Games, Communities of Practice, Legitimate Peripheral Participation Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in a virtual environment. This article presents the theory of communities of practice as one possible theoretical backing. Five aspects of this theory are presented: shared goals, shared practices, legitimate peripheral participation, co-evolution and adaptation, and identity development. Each aspect is explained and related to educational computer games. Suggestions for game designers and researchers are also given. October - December 2008 Copyright & copy; 2008 i-manager publications. All rights reserved. i-manager Publications http://www.imanagerpublications.com/Article.aspx?ArticleId=504