Cited by 74Educational Games and GamificationEFL/ESL Teaching and LearningDigital Games and Media

The use of massively multiplayer online role-playing games in CALL: an analysis of research

Peterson, Mark·2016·Computer Assisted Language Learning

Abstract

Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive and sociocultural theories. Analysis reveals that research conducted from the sociocultural perspective provides evidence of constructs identified as playing a central role in SLA. Analysis indicates that playing MMORPGs elicits target language dialogue involving collaboration, assistance and co-construction. Data show that MMORPGs provide access to conditions conducive to the operation of zones of proximal development. Findings show that this type of game provides access to both in-game and extramural communities of practice that facilitate language socialization. Research undertaken from a cognitive perspective shows that participation in MMORPG-based gaming facilitates production of the target language. However, this work does not provide conclusive evidence that game play elicits forms of interaction such as negotiation, that are hypothesized as playing a central role in learning in the cognitive account of SLA. Studies conducted from both perspectives draw attention to positive learner attitudes indicating high levels of motivation. The analysis reveals that although studies are subject to limitations, they have produced promising results. This suggests that further theory-led work in this area is justified, as it offers the prospect of making a significant contribution to the research base. As work continues, areas of potential interest in praxis, theory and future research are identified.

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Crossref · 10.1080/09588221.2016.1197949

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Authors
Peterson, M.
Affiliations
Kyoto University (JP)
Corresponding author
Peterson, Mark
Venue
Computer Assisted Language Learning
Published
2016-06-28
Volume
29
Issue
7
Pages
1181-1194
ISSN
  • 0958-8221 (ISSN-L)
  • 1744-3210
OpenAlex
W2469223481
Cited by
74
References
43
Citations by year
2026: 4 · 2025: 5 · 2024: 6 · 2023: 9 · 2022: 4 · 2021: 14 · 2020: 12 · 2019: 11 · 2018: 5 · 2017: 3 · 2016: 1
FWCI
15.61
Type
journal article
Language
en
Open access
closed
Locations
Computer Assisted Language Learning (publishedVersion)
Funders
Ministry of Education, Culture, Sports, Science, and Technology (26370662)
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
MMORPG, second language acquisition, sociocultural theory, cognitive theory, zone of proximal development, communities of practice, language socialization, student motivation, student attitudes, negotiation of meaning, game-based language learning

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