Virtual worlds have been characterized as a fancy IRC client which more often than not represents a technology that is as much a barrier to the average user as it is a help. Educators are criticized as much for their lack of imagination and ingenuity in the use of these platforms when lectures and presentations are more often limited to simply being a unique way to present PowerPoint slides. This presentation discusses the reasoning behind why virtual worlds represent a competitive environment for collaborative learning despite these short comings. This discussion uses leadership theory and knowledge emergence as its theoretical framework