Cited by 258Educational Games and GamificationSecond Language Acquisition and LearningDigital Games and Media

Out-of-school digital gameplay and in-school L2 English vocabulary outcomes

Sundqvist, Pia, Wikström, Peter·2015·System

Integrity signals

Registry

Crossref · 10.1016/j.system.2015.04.001

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63 of 63 references verified0 citation errors · 0 not checkable

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  • Fredrik produced 22 polysyllabic tokens and 11 own polysyllabic types in his essay (Grade B), which was on par with or better than the mean for the highest scoring same-age students on a comparable essay task in a previous study (Sundqvist & Wikström, 2015).

    “Fredrik produced 22 polysyllabic tokens and 11 own polysyllabic types in his essay (Grade B), which was on par with or better than the mean for the highest scoring same-age students on a comparable essay task in a previous study (Sundqvist & Wikström, 2015).”

    From Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary (2019) · cites this paper as Sundqvist & Wikström, 2015

  • The results about the relation between time spent on playing COTS games in the digital wild and L2 English vocabulary largely corroborate previous research (e.g., Hannibal Jensen, 2017; Sundqvist & Wikström, 2015).

    “The results about the relation between time spent on playing COTS games in the digital wild and L2 English vocabulary largely corroborate previous research (e.g., Hannibal Jensen, 2017; Sundqvist & Wikström, 2015).”

    From Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary (2019) · cites this paper as Sundqvist & Wikström, 2015

  • This finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].

    “This finding neither concurs with the results of other research demonstrating the facilitative effects of gaming on foreign language achievement (e.g., Ref. [63,64]), nor with the results showing that exam grades are negatively correlated with gaming frequency [28,29].”

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Authors
Sundqvist, P., & Wikström, P.
Affiliations
Karlstad University (SE)
Corresponding author
Sundqvist, Pia
Venue
System
Publisher
Elsevier BV
Published
2015-07
Volume
51
Pages
65-76
ISSN
0346-251X (ISSN-L)
OpenAlex
W1954858986
Cited by
256
References
68
Citations by year
2026: 16 · 2025: 33 · 2024: 28 · 2023: 31 · 2022: 30 · 2021: 19 · 2020: 36 · 2019: 24 · 2018: 16 · 2017: 15 · 2016: 7 · 2015: 1
FWCI
32.84
Type
journal article
Language
en
Open access
closed
Locations
System (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
video games, second language vocabulary, L2 English, English as a foreign language, academic performance, essay writing, vocabulary assessment, gender differences, adolescent students, Swedish learners of English

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