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Massive multiplayer online gaming (MMOG) is a concept that has been around for about 25 years. As technology has evolved, so has the capability to create a realistic, immersive and social gaming environment that has a mass appeal. In spite of this technological evolution, there has been little naturalistic inquiry of what virtual gaming environments are like. This is a qualitative cultural study of the massive multiplayer online role-playing game (MMORPG), Guild Wars®. Using ethnographic methods, participant observation for a period of 130 hours, and discourse analysis of external game forum chat we explore what this world is truly like. As a result, we gain a better understanding of how people can become immersed, even obsessed with MMOGs. Several communication concepts are explored in the virtual environment including: Baudrillard s simulacra, Bourdieu s concept of capital, and the notion of gender based hegemonic relationships. Designed to be read by MMOG novices and experts alike, Living in Guild Wars® offers support that virtual reality has become actual Reality for many MMOG players. This study presents ground breaking work in the study of emerging social communities online.