The DOI matches its Crossref record; 77 of the 80 references it cites were found in a registry or an index.
A scoping review of research on digital game-based language learning
Abstract
Abstract The continuing attention to the educational value of digital games highlights the need for more focused literature reviews in order to identify critical gaps and opportunities in domain-specific areas. The current study thus set out to provide a scoping overview of empirical evidence on the use and impacts of digital games in language education from 2007 to 2016, as a means to advance the emerging research on digital game-based language learning (DGBLL). A total of 50 selected studies were systematically analyzed, revealing the following findings: (1) Most of the selected DGBLL studies adopted mixed methods to examine the educational use of digital games; (2) Immersive games, notably massively multiplayer online role-playing games, were the most common genre in the current DGBLL literature; (3) Most of the games for language learning were custom-built by DGBLL researchers; (4) Personal computers were the most common platforms for playing games to support language learning; (5) Most of the DGBLL studies adopted games to facilitate the learning of English as a second or foreign language; (6) Most of the research on DGBLL investigated learners with mixed levels of language proficiency; (7) University students were the most frequently selected samples in the existing DGBLL literature; and (8) The majority of DGBLL studies featured positive outcomes in regard to student learning, with the most frequently reported ones being related to affective or psychological states, closely followed by language acquisition. Taken as a whole, these findings reflect the diverse nature of this field and suggest the overall feasibility of using digital games for promoting the language and literacy learning of both native and non-native speakers in various aspects. Several promising but under-researched areas were also identified in this review, along with discussions on their implications for future investigations.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“In addition, empirical research addressing the incidental learning of foreign vocabulary through digital games among middle school students remains limited (Hung et al., 2018; Kazu and Kuvvetli, 2023).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Hung et al., 2018
In the citing paper
“GBL, which combines educational content with competitive and interactive features, has gained attention as a promising method (Hung et al., 2018).”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Hung et al., 2018
In the citing paper
“Embedding language content in interactive game formats can create environments where students receive immediate feedback, experience meaningful repetition, and collaborate with peers, factors that can significantly increase learner engagement and vocabulary retention (Hung et al., 2018; Laranjeira & Teixeira, 2025)).”
From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Hung et al., 2018
In the citing paper
“and another reviewed how language learning, mediated through digital games, influenced student learning outcomes on different levels (Hung, Yang, Hwang, Chu, & Wang, 2018)”
From Facilitating student engagement through educational technology in higher education: A systematic review in the field of arts and humanities (2020) · cites this paper as Hung, Yang, Hwang, Chu, & Wang, 2018
Citations
Cites
(1978) · Medical Entomology and Zoology · Cited by 53,488
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133
Our Princess Is in Another Castle
Young, M. F., Slota, S. T., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M. T., & Yukhymenko–Lescroart, M. A. (2012) · Review of Educational Research · doi:10.3102/0034654312436980 · Cited by 737
The effects of modern mathematics computer games on mathematics achievement and class motivation
Kebritchi, M., Hirumi, A. “. C., & Bai, H. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.02.007 · Cited by 668
Papastergiou, M. (2009) · Comput. Educ. · doi:10.1016/j.compedu.2009.04.001 · Cited by 598
Teaching English as an international language
Strevens, P. (1980) · Cited by 588
Sung, H., & Hwang, G. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.11.019 · Cited by 552
Self-citationGood Video Games + Good Learning: collected essays on video games, learning and literacy
Gee, J. P. (2013) · Cited by 551
Liu, T.-Y., & Chu, Y.-L. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.02.023 · Cited by 550
Gaming as extramural English L2 learning and L2 proficiency among young learners
Sylvén, L. K., & Sundqvist, P. (2012) · ReCALL · doi:10.1017/s095834401200016x · Cited by 468
Game-Based Learning in Science Education: A Review of Relevant Research
Li, M.-C., & Tsai, C. (2013) · Journal of Science Education and Technology · doi:10.1007/s10956-013-9436-x · Cited by 406
A meta-analytic review of the role of instructional support in game-based learning
Wouters, P., & van Oostendorp, H. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.07.018 · Cited by 381
Designing and integrating purposeful learning in game play: a systematic review
Ke, F. (2015) · Educational Technology Research and Development · doi:10.1007/s11423-015-9418-1 · Cited by 361
Teaching English as an International Language
Sandra, L. M. (2002) · Cited by 348
How effective are mobile devices for language learning? A meta-analysis
Sung, Y., Chang, K.-E., & Yang, J.-M. (2015) · Educational Research Review · doi:10.1016/j.edurev.2015.09.001 · Cited by 321
Self-citationHwang, G., & Wu, P. (2011) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2011.01242.x · Cited by 302
Self-citationLearning English with The Sims: exploiting authentic computer simulation games for L2 learning
Ranalli, J. (2008) · Computer Assisted Language Learning · doi:10.1080/09588220802447859 · Cited by 269
The effect of interactivity with a music video game on second language vocabulary recall
deHaan, J., Reed, W. M., & Kuwanda, K. (2010) · Language Learning & Technology · doi:10.64152/10125/44215 · Cited by 266
Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate
Reinders, H., & Wattana, S. (2014) · Language learning & technology · doi:10.64152/10125/44372 · Cited by 257
Out-of-school digital gameplay and in-school L2 English vocabulary outcomes
Sundqvist, P., & Wikström, P. (2015) · System · doi:10.1016/j.system.2015.04.001 · Cited by 256
Language-related computer use: Focus on young L2 English learners in Sweden
Sundqvist, P., & Sylvén, L. K. (2014) · ReCALL · doi:10.1017/s0958344013000232 · Cited by 251
Fridin, M. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.043 · Cited by 249
Digital Games in Language Learning and Teaching
(2012) · doi:10.1057/9781137005267 · Cited by 248
Affect and willingness to communicate in digital game-based learning
Reinders, H., & Wattana, S. (2015) · ReCALL · doi:10.1017/s0958344014000226 · Cited by 238
Affordances for second language learning in World of Warcraft
Rama, P., Black, R. W., van Es, E. A., & Warschauer, M. (2012) · ReCALL · doi:10.1017/s0958344012000171 · Cited by 237
A review of technology choice for teaching language skills and areas in the CALL literature
Stockwell, G. (2007) · ReCALL · doi:10.1017/s0958344007000225 · Cited by 229
Charsky, D., & Ressler, W. H. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.10.001 · Cited by 213
Language at Play: Digital Games in Second and Foreign Language Teaching and Learning
Sykes, J. M., & Reinhardt, J. S. (2012) · Medical Entomology and Zoology · Cited by 212
Game-like language learning in 3-D virtual environments
Berns, A., González-Pardo, A., & Camacho, D. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.07.001 · Cited by 208
Chen, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.08.004 · Cited by 197
Hwang, W., Shih, T. K., Ma, Z.-H., Shadiev, R., & Chen, S.-Y. (2015) · Computer Assisted Language Learning · doi:10.1080/09588221.2015.1016438 · Cited by 196
An alternate reality game for language learning: ARGuing for multilingual motivation
Connolly, T. M., Stansfield, M., & Hainey, T. (2011) · Computers & Education · doi:10.1016/j.compedu.2011.01.009 · Cited by 193
Digital Gaming and Language Learning: Autonomy and Community
Chik, A. (2014) · Language learning & technology · doi:10.64152/10125/44371 · Cited by 191
Effectiveness of MMORPG-based instruction in elementary English education in Korea
Suh, S., Kim, S. W., & Kim, N. J. (2010) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2010.00353.x · Cited by 190
The semiotic ecology and linguistic complexity of an online game world
Thorne, S. L., Fischer, I., & Lu, X. (2012) · ReCALL · doi:10.1017/s0958344012000158 · Cited by 181
Peterson, M. (2012) · ReCALL · doi:10.1017/s0958344012000195 · Cited by 172
Sandberg, J. A. C., Maris, M., & Hoogendoorn, P. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.03.006 · Cited by 166
Boyle, E. A., MacArthur, E. W., Connolly, T. M., Hainey, T., Manea, M., Kärki, A., & van Rosmalen, P. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.01.004 · Cited by 159
Competition and students’ perceptions in a game-based language learning environment
Vandercruysse, S., Vandewaetere, M., Frederik Cornillie, B., & Clarebout, G. (2013) · Educational Technology Research and Development · doi:10.1007/s11423-013-9314-5 · Cited by 155
Games in language learning: Opportunities and challenges
Godwin‐Jones, R. (2014) · Language learning & technology · doi:10.64152/10125/44363 · Cited by 148
The impact of adventure video games on foreign language learning and the perceptions of learners
Chen, H. H.-J., & Yang, T.-Y. C. (2012) · Interactive Learning Environments · doi:10.1080/10494820.2012.705851 · Cited by 138
Computer Games and Language Learning
Peterson, M. (2013) · Palgrave Macmillan US eBooks · doi:10.1057/9781137005175 · Cited by 135
Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers
Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S. M., Hoffman, D. L., Bromley, M., Hayward, E. O., Türkay, S., & Kornak, Y. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.01.007 · Cited by 127
Use of a game-like application on a mobile device to improve accuracy in conjugating Spanish verbs
Castañeda, D. A., & Cho, M. (2016) · Computer Assisted Language Learning · doi:10.1080/09588221.2016.1197950 · Cited by 126
Play games or study? Computer games in eBooks to learn English vocabulary
Smith, G., Li, M., Drobisz, J., Park, H.-R., Kim, D., & Smith, S. D. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.015 · Cited by 123
Yang, J. C., Lin, M.-H., & Chen, S. Y. (2018) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12245 · Cited by 122
Self-citationChiu, Y., Kao, C., & Reynolds, B. L. (2012) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2012.01295.x · Cited by 121
Malegiannaki, I., & Daradoumis, Τ. (2017) · Computers & Education · doi:10.1016/j.compedu.2017.01.007 · Cited by 120
Play to Learn, Learn to Play: Language Learning through Gaming Culture
Ryu, D. (2013) · ReCALL · doi:10.1017/s0958344013000050 · Cited by 118
Computer Games for the Math Achievement of Diverse Students
Kim, S., & Chang, M. (2010) · Cited by 113
Hwang, G., & Wang, S.-Y. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.07.005 · Cited by 113
Self-citationContextual EFL learning in a 3D virtual environment
Lan, Y. (2015) · Language learning & technology · doi:10.64152/10125/44412 · Cited by 111
Cybertext redux: using digital game-based learning to teach L2 vocabulary, reading, and culture
Neville, D. O., Shelton, B. E., & McInnis, B. J. (2009) · Computer Assisted Language Learning · doi:10.1080/09588220903345168 · Cited by 108
L2 Writing Practice: Game Enjoyment as a Key to Engagement
Allen, L. K., Crossley, S. A., Snow, E. L., & McNamara, D. S. (2014) · Language learning & technology · doi:10.64152/10125/44373 · Cited by 102
Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing
Zheng, D., Newgarden, K., & Young, M. F. (2012) · ReCALL · doi:10.1017/s0958344012000183 · Cited by 100
Frederik Cornillie, B., Clarebout, G., & Desmet, P. (2012) · ReCALL · doi:10.1017/s0958344012000146 · Cited by 99
Vocabulary learning in massively multiplayer online games: context and action before words
Zheng, D., Bischoff, M., & Gilliland, B. (2015) · Educational Technology Research and Development · doi:10.1007/s11423-015-9387-4 · Cited by 89
The Game Embedded CALL System to Facilitate English Vocabulary Acquisition and Pronunciation
Young, S. S., & Wang, Y. H. (2014) · Educational Technology & Society · Cited by 87
Yang, J. C., Quadir, B., & Chen, N. (2015) · Journal of Educational Computing Research · doi:10.1177/0735633115620433 · Cited by 82
Self-citationDigital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
Joiner, R., Iacovides, I., Owen, M. R., Gavin, C., Clibbery, S., Darling, J., & Drew, B. (2010) · Journal of Science Education and Technology · doi:10.1007/s10956-010-9244-5 · Cited by 78
Using digital board games for genuine communication in EFL classrooms
Wu, C.-J., Chen, G., & Huang, C.-W. (2014) · Educational Technology Research and Development · doi:10.1007/s11423-013-9329-y · Cited by 78
Huang, Y.-M., & Huang, Y. (2015) · Educational Technology Research and Development · doi:10.1007/s11423-015-9382-9 · Cited by 74
The use of massively multiplayer online role-playing games in CALL: an analysis of research
Peterson, M. (2016) · Computer Assisted Language Learning · doi:10.1080/09588221.2016.1197949 · Cited by 74
Yang, J. C., Lin, Y. L., & Liu, Y.-C. (2016) · Environmental Education Research · doi:10.1080/13504622.2016.1214865 · Cited by 60
Self-citationWriting for Professional Journals
Henson, K. T. (2001) · Phi Delta Kappan · doi:10.1177/003172170108201012 · Cited by 52
Applying HOPSCOTCH as an exer-learning game in English lessons: two exploratory studies
Lucht, M., & Heidig, S. (2013) · Educational Technology Research and Development · doi:10.1007/s11423-013-9308-3 · Cited by 46
Wong, L. H., Hsu, T., Sun, J., & Botički, I. (2013) · Cited by 45
Foreign ludicity in online role-playing games
Liang, M.-Y. (2011) · Computer Assisted Language Learning · doi:10.1080/09588221.2011.619988 · Cited by 44
The Role of Daily Activities in Youths' Stress Physiology
McHale, S. M., Blocklin, M. K., Walter, K. N., Davis, K. D., Almeida, D. M., & Klein, L. C. (2012) · Journal of Adolescent Health · doi:10.1016/j.jadohealth.2012.03.016 · Cited by 43
Interlanguage pragmatics with a pedagogical agent: the request game
Yang, H.-C., & Zapata‐Rivera, D. (2010) · Computer Assisted Language Learning · doi:10.1080/09588221.2010.520274 · Cited by 37
Non‐native Chinese language learners' attitudes towards online vision‐based motion games
Hao, Y., Hong, J., Jong, J., Hwang, M., Su, C., & Yang, J. (2010) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2009.01050.x · Cited by 36
Self-citationNewgarden, K., & Zheng, D.-P. (2016) · ReCALL · doi:10.1017/s0958344016000112 · Cited by 36
The story in the mind: the effect of 3D gameplay on the structuring of written L2 narratives
Neville, D. O. (2014) · ReCALL · doi:10.1017/s0958344014000160 · Cited by 31
Irish in a 3D world: Engaging primary school children
Dalton, G., & Devitt, A. (2016) · Language learning & technology · doi:10.64152/10125/44440 · Cited by 26
Peng, W., Song, H., Kim, J., & Day, T. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.01.004 · Cited by 17
Co‐evolution of mobile language learning: Going global with games consoles in higher education
Hemmi, A., Narumi‐Munro, F., Alexander, W., Parker, H., & Yamauchi, Y. (2013) · British Journal of Educational Technology · doi:10.1111/bjet.12041 · Cited by 16
Flagged first, then by citations
3 of the 80 references couldn’t be matched to a known paper.
Research works printed but not linked: 2
- Kebritchi, 2010, The effects of modern mathematics computer games on mathematics achievement and class motivation, Computers & Education, 55, 427, 10.1016/j.compedu.2010.02.007 · DOI
- Smith, 2013, Play games or study? Computer games in eBooks to learn English vocabulary, Computers & Education, 69, 274, 10.1016/j.compedu.2013.07.015 · DOI
Cited by
Sorted by citations
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,324
Liang, J.-C., Hwang, G.-J., Chen, M.-R. A., & Darmawansah, D. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2021.1958348 · Cited by 378
Self-citationZhang, R., & Zou, D. (2020) · Computer Assisted Language Learning · doi:10.1080/09588221.2020.1744666 · Cited by 474
Digital game-based vocabulary learning: where are we and where are we going?
Zou, D., Huang, Y., & Xie, H. (2021) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1640745 · Cited by 329
Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022) · International Journal of STEM Education · doi:10.1186/s40594-022-00344-0 · Cited by 316
“Previous literature reviews and meta-analyses have examined the field of gaming platforms (Hung et al., 2018; Thompson & Gillern, 2020).”
BackgroundMethodInfluentialSelf-citation
Metadata
- Authors
- Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C.
- Affiliations
- National Kaohsiung University of Science and Technology (TW)
- National Central University (TW)
- National Taiwan University of Science and Technology (TW)
- Soochow University (TW)
- Corresponding author
- Yang, Jie Chi
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2018-11
- Volume
- 126
- Pages
- 89-104
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2810443585
- Semantic Scholar
- f29cf0b5a8e2a1b824336e6c9f572a4bb1bb3c5a
- Cited by
- 319
- References
- 80
- Citations by year
- 2026: 31 · 2025: 48 · 2024: 49 · 2023: 39 · 2022: 43 · 2021: 55 · 2020: 31 · 2019: 21 · 2018: 2
- FWCI
- 53.58
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- Funders
- Ministry of Science and Technology in Taiwan (MOST 105-2511-S-008-009-MY3, MOST 106-2628-S-327-001-MY3)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- digital game-based language learning, game-based learning, language learning, English as a second language, English as a foreign language, MMORPG, immersive games, affective learning outcomes, language acquisition, literacy learning, research gaps
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review