Cited by 49Second Language Acquisition and LearningEducational Games and GamificationSubtitles and Audiovisual Media

Factors affecting incidental L2 vocabulary acquisition and retention in a game-enhanced learning environment

Open access
Lee, Sangmin-Michelle·2023·ReCALL

Abstract

In recent years, the number of studies investigating the effectiveness of using digital games for incidental second language (L2) vocabulary learning has been rapidly increasing; however, there is still a lack of research identifying the factors that affect incidental L2 vocabulary learning. Hence, the current study examined vocabulary-related (word level, exposure frequency, salience) and learner-related (language proficiency, interest, viewing captions) variables and investigated factors affecting EFL students’ incidental vocabulary learning in the use of a vernacular (noneducational) murder mystery game (N = 59). The study employed a quantitative research method and descriptive and inferential statistics (repeated measures ANOVA and multiple linear regression). The results showed that playing the game greatly facilitated L2 vocabulary acquisition and retention. Among the vocabulary-related variables, the study found that only salience significantly influenced vocabulary acquisition. Regarding the learner-related variables, the students’ interest and viewing captions were positively related to vocabulary learning, whereas their language proficiency levels were negatively correlated. The study found that the students’ conscious attention, in conjunction with salience of the word, was the main facilitating factor in incidental vocabulary acquisition and retention in the game-enhanced language learning environment. The study suggested pedagogical implications for incidental vocabulary learning through game play based on the results of the study.

AI snapshot

Written from the paper’s full text.

TL;DR

In a 3-week game-enhanced study with 59 Korean EFL university students playing the vernacular murder mystery *Her Story*, incidental L2 vocabulary acquisition and retention improved significantly (53.1% gain, 5.0% attrition). Salience, interest, and viewing captions positively predicted outcomes, while higher language proficiency was negatively associated; word level and exposure frequency were not significant.

Key findings

  • Playing the game significantly improved vocabulary: pretest M = 14.46, immediate posttest M = 22.14, delayed posttest M = 21.02; vocabulary gain was 53.1% and attrition was 5.0% (repeated measures ANOVA: F = 212.120, p < .001, partial η = .785).
  • Among vocabulary-related variables, only salience significantly influenced vocabulary gain (B = 7.887, p < .001) and retention (B = 9.036, p < .001); word level (CEFR and Nation) and exposure frequency were not significant.
  • Among learner-related variables, language proficiency was negatively related to gain (B = -3.209, p < .001) and retention (B = -2.882, p < .001), while interest was positively related (gain B = 1.806, p < .01; retention B = 1.949, p < .01) and viewing captions was positively related (gain B = 1.198, p < .05; retention B = 1.305, p < .05).
  • Students reported high interest (average M = 4.47), and most viewed captions during game play (50–80% = 42.4%; 80–100% = 33.9%); less proficient students viewed captions more frequently (Pearson’s r = -.381, p < .01).

Methods

  • Quantitative design with 59 English majors at a Korean university (TOEFL mostly 70–90, intermediate; 14 low-intermediate, 23 intermediate, 22 high-intermediate) who played the vernacular game *Her Story* individually on mobile phones over three weeks.
  • Vocabulary was assessed with pretest, immediate posttest, and delayed posttest four weeks later using the same 26 items (20 words, two compound words, four phrases); tests were English–Korean translation/meaning recognition and recall.
  • Vocabulary-related variables were word level (CEFR and Nation’s 2004 list), exposure frequency, and salience rated on a 3-point scale by two raters (interrater reliability = .92); learner-related variables were proficiency, interest (5-point survey, Cronbach’s alpha = .779), and proportion of videos watched with captions. Analysis used descriptive statistics, repeated measures ANOVA, and multiple linear regression.

Limitations

  • Stated in the paper: the game’s intriguing story and unique interface were core to heightening interest and attention, but such games are limited in number and may not be available or adequate for certain learner groups; more diverse learner-related variables, especially behavioral and affective variables, should be investigated, and qualitative research is recommended.
  • Evident from the text: the study used a single-group pretest–posttest design without a control or comparison group, one game and one cohort, and self-report measures for interest and caption viewing, which limits causal and generalizable claims.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1017/s0958344022000209

Cites

64 of 64 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

0 of 19 cited sources checked · 0 supported · 0 flagged

  • Findingown data

    Playing the game greatly facilitated L2 vocabulary acquisition and retention.

    “The results showed that playing the game greatly facilitated L2 vocabulary acquisition and retention.”
    • Also stated in: § 4.1 Results of the pretest and posttests · plain
      “The results showed that the scores of the immediate translation posttest and the delayed posttest significantly increased compared to those of the pretest (Table 1).”
    • Also stated in: § 5. Discussion · boosted
      “The current study showed that playing a vernacular murder mystery game greatly helped the students acquire new vocabulary.”
    Quote in the paperSubstantial claim
  • Findingreasoning

    Words that were crucial for task completion were better acquired and retained than words that were less salient in this study.

    “Hence, consistent with Cornillie et al.'s study (2011), the words that were crucial for task completion were better acquired and retained than words that were less salient in this study.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Cornillie et al.'s study (2011)

      Not checked in the free run.

  • Findingown data

    Among vocabulary-related variables, salience significantly influenced vocabulary acquisition and retention.

    “Among the vocabulary-related variables, the study found that only salience significantly influenced vocabulary acquisition.”
    • Also stated in: § 4.2 Results of vocabulary-related variables · plain
      “On the other hand, salience had a statistically meaningful relationship with vocabulary gain and retention.”
    • Also stated in: § 4.2 Results of vocabulary-related variables · plain
      “That is, the more salient the word was, the higher the vocabulary gain and retention the students had.”
    Quote in the paperSubstantial claim
  • Findingown data

    Language proficiency and vocabulary learning outcomes had a negative relationship.

    “In contrast, in this study, language proficiency and vocabulary learning outcomes had a negative relationship.”
    • Also stated in: § 6. Conclusion · plain
      “Proficiency | -3.209 | .424 | -.691 | -7.576 | <.001”
    • Also stated in: § 6. Conclusion · plain
      “Proficiency | -2.882 | .452 | -.620 | -6.374 | <.001”
    Quote in the paperSubstantial claim
  • Findingown data

    Word level did not affect students' vocabulary gain or retention based on both CEFR and Nation frameworks.

    “The regression results showed that word level did not affect the students' vocabulary gain (immediate test scores) or retention (delayed test scores) based on both CEFR and Nation frameworks.”
    Quote in the paperSubstantial claim
  • May combine two claims. 24
  • The quote only partly states this claim. 1
  • Classified as probably not a substantial claim. 14
  • May combine two claims.

    Findingown data

    Students' interest was high; they were greatly curious about the story and the ending, and none of the survey items received any response under Point Three.

    “Regarding interest, the survey results showed that the students' interest was high.The results particularly revealed that the students were greatly curious about the story and the ending, and none of the survey items received any response under Point Three (Table 6).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    In the pretest, 33 students (56.0%) out of 59 marked correct answers for each item on average; in the immediate posttest, 49 students (83.0%) did so; in the delayed posttest, 48 students (81.3%) did so.

    “In terms of vocabulary items, while 33 students (56.0%) out of 59 marked correct answers for each item on average in the pretest, 49 students (83.0%) and 48 students (81.3%) did so in the immediate posttest and delayed posttest, respectively.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    All three learner-related variables (proficiency, interest, caption) influenced vocabulary learning.

    “Regarding learner-related variables, the study found that all three variables influenced vocabulary learning.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Students' interest and viewing captions were positively related to vocabulary learning.

    “Regarding the learner-related variables, the students' interest and viewing captions were positively related to vocabulary learning, whereas their language proficiency levels were negatively correlated.”
    • Also stated in: § 4.3 Results of learner-related variables · plain
      “While interest and viewing captions had positive relationships with vocabulary gain and retention, language proficiency was negatively correlated”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Students' vocabulary gain and retention significantly varied according to their language proficiency (F = 33.945, p < .000 for gain; F = 27.324, p < .000 for retention).

    “Table 5 shows that the students' vocabulary gain (F = 33.945,p < .000)and retention (F = 27.324,p < .000)significantly varied according to their language proficiency.”
    Quote in the paperSubstantial claim
  • May combine two claims. The quote only partly states this claim.

    Findingown data

    The immediate and delayed vocabulary posttest scores significantly increased compared to pretest scores.

    “The results showed that the scores of the immediate translation posttest and the delayed posttest significantly increased compared to those of the pretest (Table 1).”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Students showed a high level of interest and curiosity towards the game.

    “Interested | 3 | 5 | 4.25 | .801”
    • Also stated in: § 6. Conclusion · plain
      “Curious | 3 | 5 | 4.73 | .520”
    • Also stated in: § 5. Discussion · plain
      “the students showed a high level of interest and curiosity towards the game”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data

    The frequencies of the target items ranged from one to 14 occurrences in the game.

    “The frequencies of the target items ranged from one to 14 occurrences in the game.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Students' language proficiency levels were negatively correlated with vocabulary learning; higher proficiency was associated with less vocabulary gain and retention.

    “whereas their language proficiency levels were negatively correlated.”
    • Also stated in: § 4.3 Results of learner-related variables · plain
      “language proficiency was negatively correlated; that is, the higher the students' proficiency was, the less vocabulary gain and retention they had (Tables 7 and 8).”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    There was a negative correlation between students' language proficiency and viewing captions (Pearson's correlation = -.381, p < .01); less proficient students viewed captions more frequently.

    “There was also a negative correlation between the students' language proficiency and viewing captions, which indicated that the less proficient students viewed captions more frequently (Pearson's correlation = -.381,p < .01).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    Word level (CEFR and Nation) and frequency were not significant predictors of vocabulary gain or retention in the regression models.

    “Level (CEFR) | .787 | 1.226 | .116 | .642 | .528”
    • Also stated in: § 6. Conclusion · plain
      “Frequency | .304 | .544 | .096 | .560 | .582”
    • Also stated in: § 6. Conclusion · plain
      “Level (CEFR) | .581 | 1.212 | .082 | .479 | .637”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The vocabulary gain rate was 53.1% and the attrition rate was 5.0%.

    “The increase rate (vocabulary gain) was 53.1% and the attrition rate (the difference between the immediate and delayed posttests) was 5.0%.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Half of the target items were beyond the CEFR and Nation's (2004) lists and were categorized into Levels 7 and 11, respectively.

    “Concerning the word level, the results revealed that half of the target items were beyond the CEFR and Nation's ( 2004) lists (Table 2).These words, along with the phrases, were categorized into Levels 7 and 11, respectively.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Nation's (2004)

      Not checked in the free run.

  • May combine two claims.

    Interpretationreasoning

    The salience of the word positively affected students' vocabulary acquisition and retention because students paid more attention to words strongly associated with the story of the game.

    “In terms of vocabulary-related variables, the current study found that the salience of the word positively affected the students' vocabulary acquisition and retention.This means that the students better learned and remembered the words strongly associated with the story of the game because they paid more attention to those words.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    The unique interface design of the game made some words more salient and increased the involvement load and attention of students.

    “Moreover, the unique interface design of the gamethe students could only continue the game by understanding the videos and putting the correct keywordmade some words even more salient.At the same time, it increased the involvement load for the students, along with their desire to accomplish the task, thereby their attention to vocabulary.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    High-level words usually mean less frequently used words in daily life.

    “high-level words usually mean less frequently used words in daily life (Nation, 2004)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Nation, 2004

      Not checked in the free run.

  • May combine two claims.

    Interpretationcitation

    The game narrative resulted in better retention because it provided richness of context wherein vocabulary was encoded and demanded more attention and conscious involvement from students.

    “The game narrative also resulted in better retention because it provided richness of context wherein vocabulary was encoded and demanded more attention and conscious involvement from the students, which is central to learning (Ender, 2016;Franciosi et al., 2016).”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites Ender, 2016

      Not checked in the free run.

    • cites Franciosi et al., 2016

      Not checked in the free run.

  • May combine two claims.

    Interpretationreasoning

    Higher-level students already scored high on the pretest, leaving less room for improvement on the posttests, whereas lower-level students had more room for improvement.

    “First, the higher-level students already scored high on the pretest, leaving less room for improvement on the posttests, whereas the lower-level students had more room for improvement.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    The effect of exposure and salience may be combined to a certain degree to produce the outcomes.

    “Alternatively, the effect of exposure and salience may even be combined to a certain degree to produce the outcomes.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Students' attention to the game did not diminish their attention to vocabulary but enforced and reinforced vocabulary learning by creating a strong link in their memory.

    “From this perspective, the results showed that the students' attention to the game did not diminish their attention to vocabulary but enforced and reinforced vocabulary learning by creating a strong link in their memory.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: Students' primary intention during the game was not learning vocabulary but playing the game.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    The numbers of exposures might not be sufficient to reach a significant result in this study.

    “the numbers of exposures might not be sufficient to reach a significant result in this study.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Study design and conductown data

    The salience of each target word was evaluated on a 3-point Likert scale by two raters according to the impact of the word on the story, with interrater reliability of .92.

    “Finally, the salience of each target word was evaluated on a 3-point Likert scale by two raters according to the impact of the word on the story.The interrater reliability was .92.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation

    When multiple variables are included in an investigation, the variables covary and result in different dynamics among them.

    “First, as previous studies mentioned, when there are multiple variables included in the investigation, the variables covary and result in different dynamics among them (Peters & Webb, 2018;Teng,”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Peters & Webb, 2018

      Not checked in the free run.

    • cites Teng

      Not checked in the free run.

  • May combine two claims.

    Interpretationreasoning

    Because students were curious about the story and found the game interesting, they remained intrinsically motivated and self-imposed to actively play the game and paid more attention to vocabulary.

    “Because the students were curious about the story (what truly happened and who killed the husband) and found the game interesting, they remained intrinsically motivated and self-imposed to actively play the game and paid more attention to vocabulary in the course of finding the killer and solving the mystery.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    The complex interconnectedness of the word with the story made memory more robust and facilitated vocabulary retention and retrieval.

    “The complex interconnectedness of the word with the story made the memory more robust and facilitated vocabulary retention and retrieval.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning

    The game provided rich language input because players needed to watch videos and understand the contents to continue the game.

    “Second, the game provided rich language input because players needed to watch videos and understand the contents to continue the game.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    The same set of vocabulary items was used in all three tests.

    “The same set of items was used in all three tests.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationown data

    When lower-level students were provided with an interesting and stimulating task, they became intrinsically motivated and were able to learn vocabulary no less than higher-level students.

    “The study showed that when the lower-level students were provided with an interesting and stimulating task, they became intrinsically motivated and were able to learn vocabulary no less than the higher-level students.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    Students were not notified about the posttests in advance.

    “The students were not notified about the posttests in advance.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    The game interface directed students' attention to vocabulary, elaborated the vocabulary learning process, and ultimately led to better vocabulary learning.

    “In the present study, the game interface, by pushing the students to understand the contents and search keywords, directed the students' attention to vocabulary, elaborated the vocabulary learning process, and ultimately led to better vocabulary learning.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Study design and conductnone given

    None of the students had played Her Story prior to the class.

    “None of them had played Her Story prior to the class.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationcitation

    Although students did not have a conscious intention to acquire vocabulary, the contentual salience of words and the necessity to understand them enabled the students to consciously attend to the meaning of the word during game play.

    “Therefore, as contended by Ender (2016), although the students did not have a conscious intention to acquire vocabulary, the contentual salience of words and the necessity to understand them enabled the students to consciously attend to the meaning of the word during game play.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Ender (2016)

      Not checked in the free run.

    • Rests on an assumption: Students' primary intention during the game was not learning vocabulary but playing the game.
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Game-enhanced incidental L2 learning does not mean merely letting students play the game and expecting them to unconsciously glean vocabulary.

    “Likewise, game-enhanced incidental L2 learning does not mean merely letting students play the game and expecting them to unconsciously glean vocabulary.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Incidental vocabulary learning requires a careful pedagogical design to increase students' attention to the target word and their intake of it.

    “therefore, incidental vocabulary learning also requires a careful pedagogical design to increase students' attention to the target word and their intake of it.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Students' primary intention during the game was not learning vocabulary but playing the game.
  • May combine two claims.

    Interpretationown data

    Vocabulary acquisition and retention are affected by diverse factors and processed by complex dynamics among factors.

    “As shown in this study, vocabulary acquisition and retention are affected by diverse factors and processed by complex dynamics among factors”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation

    Vocabulary is central to L2 language learning.

    “Vocabulary is central to L2 language learning (Nation, 2004;Sundqvist & Sylvén, 2012;Teng, 2022).”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Nation, 2004

      Not checked in the free run.

    • cites Sundqvist & Sylvén, 2012

      Not checked in the free run.

    • cites Teng, 2022

      Not checked in the free run.

  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation

    Vocabulary learning is often regarded as a tedious and unfruitful area, which demands a tremendous amount of time and effort from EFL students.

    “However, it is often regarded as a tedious and unfruitful area, which demands a tremendous amount of time and effort from EFL students (Chen et al., 2018;Chen et al., 2019).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Chen et al., 2018

      Not checked in the free run.

    • cites Chen et al., 2019

      Not checked in the free run.

37 of 37
  • The paper relies on this without support.

    The interesting and intriguing narrative of Her Story could easily attract players and immerse them in the story.

    “First, the interesting and intriguing narrative of the game could easily attract players and immerse them in the story.”
  • The paper relies on this without support.

    Her Story was a strong candidate to motivate and satisfy users.

    “and Her Story was a strong candidate to motivate and satisfy users.”
  • The paper relies on this without support.

    In the previous year, the students had used vocabulary beyond their current level in their writing after playing the game.

    “It is also noteworthy that the current study started with the instructor's accidental finding that in the previous year, the students had used vocabulary beyond their current level in their writing after playing the game.”
  • The paper relies on this without support.

    Students' primary intention during the game was not learning vocabulary but playing the game.

    “During the game, the students' primary intention was not learning vocabulary but playing the game”
  • The paper relies on this without support.

    The type of game used in this study (with an intriguing story and unique interface) is quite limited in number and may not be available or adequate for certain groups of learners.

    “The intriguing story and unique interface of the game used in this study were the core components to heighten the students' interest and attention; however, such games are quite limited in number and may not be available or adequate for certain groups of learners.”
5 of 5

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?

  • Games provide repeated exposure to vocabulary, enhancing recognition and retention and shifting learners from passive recipients to active participants.

    “In the same vein, Lee (2023) emphasize that games provide repeated exposure to vocabulary, enhancing recognition and retention and shifting learners from passive recipients to active participants.”

    From Digital Game-Based Vocabulary Learning Using Kahoot! Perceptions, Engagement, and Achievement Among Moroccan EFL Young Learners (2026) · cites this paper as Lee, 2023

    Section 2.3 says repeated exposures in different contexts can reinforce vocabulary retention, and the study measured recognition and retention. But the Discussion (section 5) says exposure frequency did not reach significance in this study and emphasizes interest and attention rather than mere exposure. The Introduction describes traditional learners as passive, while the Discussion describes greater involvement with games; the paper does not establish a shift from passive recipients to active participants. (LLM, conf=0.87)

    Experimental — accuracy not yet measured
  • The study results are consistent with studies showing that digital games support incidental vocabulary acquisition in second language learning.

    “Overall, the study results are consistent with studies showing that digital games support incidental vocabulary acquisition in second language learning (Calvo-Ferrer and Belda-Medina, 2021; Lee, 2023; Weisi and Hajizadeh, 2025).”

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Midwife and morning sickness item numbers are reversed

    Minor

    The text identifies midwife as item 7 and morning sickness as item 22, but Table 2 lists morning sickness as item 7 and midwife as item 22.

1 of 1

Cites

Flagged first, then by citations

2 of the 66 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. Kao, 2014, The effects of digital game-based learning task in English as a foreign language context: A meta-analysis, Education Journal, 42, 113
  2. Teng, 2014, Incidental vocabulary learning by assessing frequency of word occurrence in a graded reader: Love or money, LEARN Journal, 7, 36

Cited by

Sorted by citations

Authors
Lee, S.-M.
Affiliations
Kyung Hee University (KR)
Corresponding author
Lee, Sangmin-Michelle
Venue
ReCALL
Published
2022-11-21
Volume
35
Issue
3
Pages
274-289
ISSN
  • 0958-3440 (ISSN-L)
  • 1474-0109
OpenAlex
W4309770614
Cited by
38
References
66
Citations by year
2026: 13 · 2025: 12 · 2024: 6 · 2023: 7
FWCI
9.52
Type
journal article
Language
en
Open access
Locations
ReCALL (publishedVersion, cc-by-nc-sa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Arts and Humanities › Language and Linguistics › Subtitles and Audiovisual Media
Keywords
incidental vocabulary learning, second language vocabulary acquisition, vocabulary retention, video games, murder mystery games, exposure frequency, student learning interest, language proficiency, EFL learners, conscious attention

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