This document provides a case study of the video gaming community that plays DOTA 2. It interviews four members of a DOTA 2 guild called DYRM to understand the community. The guild started as friends connected through broader gaming and have built strong social connections both online and offline through their shared gaming experiences and achievements over time. The document analyzes gaming concepts and "geek speak" used within the community and how newcomers can join by demonstrating skill and connections to existing members. It recommends that brands looking to connect with gamers should have genuine conversations using gaming terminology and providing examples of both good and bad brand integrations into gaming communities.