Code-switching is a phenomenon where speakers juxtapose words, phrases or sentences of another language into their native conversations. Furthermore, they can be entirely composed of the borrowed language, or be mixed with added inflectional elements from the borrowing language. Gaming is a subculture where code-switching is often employed. Furthermore, in online gaming, where communication is exceedingly prominent, the MMORPG genre is vastly popular. The aim of this essay is to identify how many code-switches a group of 20 players from a Swedish World of Warcraft guild employs as they are playing and communicating with each other. The data was gathered from two sessions, where the players connected to an online communication platform and played for 3 hours each session. This study was conducted through a quantitative content analysis. Furthermore, Auer’s (1988) explanation of participant-related code-switching also includes a qualitative element in the analysis. It was concluded that the entirely composed code-switches that drew on the language of the game were the most prominent form of code-switch. Within the entirely composed code-switches, nouns were the most used word class, while in the morphological results, verbs were employed the most. The morphological verbs were predominantly used during an active encounter, while the entirely composed switches that did not draw on the language of the game were employed as a means of celebration after a victory in the game. The results also showed through participant-related code-switching how the organization of language is ongoing through the lack of unmarked terms in certain contexts. Furthermore, how the players grammatically accommodated the code-switches to fit into the context of their native language was shown. These strategies varied depending on word class and which tense was required in the context.