Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis*
Open accessAbstract
This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants’ text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a sociocultural perspective. Qualitative analysis reveals the presence of interactional features associated with the development of sociocultural competence. Throughout this study the learners successfully engaged in collaborative social interaction involving dialogue, conducted exclusively in the target language. Participants made appropriate use of politeness involving greetings, informal language, small talk, humor, and leave-takings, as a means to support the operation of collaborative interpersonal relationships. These relationships appeared based on reciprocity, friendship, and teamwork. They were effective in facilitating the creation of a low stress atmosphere characterized by social cohesion that was conducive to co-construction, and the consistent production of coherent target language output. The data indicates that the learners were able to jointly establish, and maintain, states of intersubjectivity through the use of continuers, and requests for assistance relevant to in-game tasks. Learner feedback was positive, and suggests that although the participants found the game play challenging, as this research progressed they became increasingly comfortable as their familiarity with the game increased. Aspects of participation identified by the learners as beneficial included opportunities for risk-taking, enhanced fluency practice, and exposure to vocabulary not normally encountered in regular language classes. The analysis suggests that the game provided access to an environment conducive to forms of collaborative target language use and social interaction identified as beneficial in the sociocultural account of language development.
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This study is the first (of size) to specifically zoom in on the relation between the types of games played and L2 vocabulary.
“While some have suggested that MMOs may be more beneficial for L2 learning than other types of games (e.g., Peterson, 2012; Rankin et al., 2006), to my knowledge, this study is the first (of size) to specifically zoom in on the relation between the types of games played and L2 vocabulary.”
From Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary (2019) · cites this paper as Peterson, 2012
Cites
Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming
THORNE, S. L., BLACK, R. W., & SYKES, J. M. (2009) · The Modern Language Journal · doi:10.1111/j.1540-4781.2009.00974.x · Cited by 516 · see citing works
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 · see citing works
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A scoping review of research on digital game-based language learning
Hung, H.-T., Yang, J. C., Hwang, G.-J., Chu, H.-C., & Wang, C.-C. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.001 · Cited by 319 · see citing works
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 · see citing works
Affect and willingness to communicate in digital game-based learning
Reinders, H., & Wattana, S. (2015) · ReCALL · doi:10.1017/s0958344014000226 · Cited by 238 · see citing works
Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
Sundqvist, P. (2019) · Language Learning & Technology · doi:10.64152/10125/44674 · Cited by 154 · see citing works
“Their conclusion aligns with suggestions by others, for example, that massively multiplayer online games (MMOs) may be particularly beneficial for L2 learning (e.g., Peterson, 2012; Rankin, Gold, & Gooch, 2006).”
BackgroundThe Impact of a Serious Game on Vocabulary and Content Learning
Chen, H.-J. H., & Hsu, H.-L. (2020) · Computer Assisted Language Learning · doi:10.1080/09588221.2019.1593197 · Cited by 109 · see citing works
Vocabulary Learning in Virtual Environments: Learner Autonomy and Collaboration
Tseng, W.-T., Liou, H.-J., & Chu, H.-C. (2020) · System · doi:10.1016/j.system.2019.102190 · Cited by 101 · see citing works
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 · see citing works
Self-citationDigital Gaming in L2 Teaching and Learning
Reinhardt, J. (2017) · The Handbook of Technology and Second Language Teaching and Learning · doi:10.1002/9781118914069.ch14 · Cited by 44 · see citing works
“A review of research on the application of digital games in foreign language education,”
Peterson, M., White, J., Mirzaei, M. S., & Wang, Q. (2020) · Advances in Educational Technologies and Instructional Design · doi:10.4018/978-1-7998-2591-3.ch004 · Cited by 44 · see citing works
Tai, K. W. H., & Choi, K. C. K. (2026) · Journal of Multilingual and Multicultural Development · doi:10.1080/01434632.2025.2580563 · Cited by 11 · see citing works
- Authors
- Peterson, M.
- Affiliations
- Kyoto University (JP)
- Corresponding author
- Peterson, Mark
- ORCID
- Peterson, Mark
- Venue
- ReCALL
- Publisher
- Cambridge University Press (CUP)
- Published
- 2012-09
- Volume
- 24
- Issue
- 3
- Pages
- 361-380
- ISSN
- 0958-3440 (ISSN-L)
- 1474-0109
- OpenAlex
- W2135967304
- Cited by
- 172
- References
- 2
- Citations by year
- 2026: 9 · 2025: 17 · 2024: 5 · 2023: 10 · 2022: 19 · 2021: 17 · 2020: 18 · 2019: 9 · 2018: 15 · 2017: 11 · 2016: 13 · 2015: 12 · 2014: 15 · 2013: 2
- FWCI
- 69.16
- Type
- journal article
- Language
- en
- Open access
- Locations
- ReCALL (publishedVersion)
- Institutional Repositories DataBase (IRDB) (submittedVersion)
- Kyoto University Research Information Repository (Kyoto University) (submittedVersion)
- Topics
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- MMORPG, EFL learners, student interaction, sociocultural competence, politeness, text chat, intersubjectivity, game-based language learning, target language use, social cohesion
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