Digital games and the development of plurilingual competence: Language models, language awareness and transformational play
Open accessAbstract
The potential of games to support language learning and acquisition – be it in the digital wilds or in the foreign language classroom – has often been discussed. In this article, I will look at digital games from an explicitly plurilingual perspective. I describe five existing games that demonstrate a plurilingual outlook (Romanica, MElang-E, BabelAR, LoCALL, World of Languages), focusing on their potential regarding modelling plurilingual competencies, fostering language awareness, and encouraging transformational play. I finish with a discussion of overall trends that can be observed across the five games and ramifications regarding pedagogy and future research.
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Few studies explicitly explore the relationship between digital gaming and both cognitive and affective aspects of foreign language learning, particularly studies employing a mixed-method approach.
“Furthermore, few of the research studies we found [19] explicitly explore the relationship between digital gaming and both cognitive and affective aspects of foreign language learning. This is particularly true for studies employing a mixed-method approach.”
From Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students (2024) · cites this paper as [19]
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Self-citationLanguage in the Public Space: An Introduction to the Linguistic Landscape, written by Holger Schmitt
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7. Playful Plurilingualism? Exploring Language(s) with the Multilingual Serious Game MElang-E
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InfluentialMultilingual CALL: Introduction
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InfluentialLinguistic Landscape and Language Learning
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Vnucko, G., Kralova, Z., & Tirpakova, A. (2024) · Heliyon · doi:10.1016/j.heliyon.2024.e33301 · Cited by 7 · see citing works
“Furthermore, few of the research studies we found [19] explicitly explore the relationship between digital gaming and both cognitive and affective aspects of foreign language learning.”
BackgroundKnight, J. (2024) · International Multilingual Research Journal · doi:10.1080/19313152.2024.2418770 · Cited by 1 · see citing works
“Players also consume the language presented; communicate within the game and about the game while playing, either with other, co-present players, or in the case of digital games – with players at physically remote locations (Buendgens-Kosten, 2022).”
InfluentialBuendgens-Kosten, J. (2025) · Springer eBooks · doi:10.1007/978-3-031-51447-0_135-1
Self-citation
- Authors
- Buendgens-Kosten, J.
- Venue
- The JALT CALL Journal
- Publisher
- Castledown Publishers
- Published
- 2022-12-31
- Volume
- 18
- Issue
- 3
- Pages
- 316-334
- ISSN
- 1832-4215 (ISSN-L)
- OpenAlex
- W4312213884
- Cited by
- 3
- References
- 41
- Citations by year
- 2025: 1 · 2024: 2
- FWCI
- 1.14
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- The JALT CALL Journal (publishedVersion, cc-by)
- 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 › Linguistics and Language › Multilingual Education and Policy
- Keywords
- video games, plurilingual competence, language awareness, plurilingual education, language learning games, game-based language learning, foreign language teaching
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