Cited by 172EFL/ESL Teaching and LearningEducational Games and GamificationDigital Games and Media

Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis*

Open access
Peterson, Mark·2012·ReCALL

Abstract

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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Crossref · 10.1017/s0958344012000195

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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.”

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Authors
Peterson, M.
Affiliations
Kyoto University (JP)
Corresponding author
Peterson, Mark
Venue
ReCALL
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
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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