“There's a sniper on that hill!”: gaming in English as a global language environment
Open accessAbstract
Gaming, where users put into application their language repertoire in an informal context, involves language. For speakers of English as a Second Language (L2), gaming provides access to the wider English-speaking community of English as lingua franca speakers (Jenkins 2015; Kachru 1986). According to Thorne et al. online games “comprise the most socially and cognitively complex forms of interactive media currently available” (2009: 808). To this end, gamers use language through a variety of modes, including speaking and writing. In addition, the skills and capacities needed to instant-message whilst gaming are forming new types of literacy and communication (Godwin-Jones 2004). In accordance with online language learning theories which argue that language learning occurs “in the wild” (Thorne 2010: 144), online interaction can give L2 speakers access to “real talk” rather than the simulated or role-played talk of the second language classroom (Kohn & Hoffstaedter 2017). Motivation for learning a language for gaming can therefore be aligned to intrinsic motivational language learning models (Ryan & Deci 2000; Wæge 2007). The present study considers French youths who use online games in English and asks what makes the language and environment of gaming an accessible way to learn English. The methods used were an online survey and interviews of students at the University of Bordeaux who reported on how gaming helped them to improve their English through immersion. The results show that the online nature of the exchanges between the speakers made the speakers feel more confident when trying to communicate in English (both within the game and when interacting with others in English when not gaming). In addition, the repetitive nature of games and gaming vocabulary helped the participants to learn English words and phrases without the impression of being drilled. The immersive experience facilitated by games gave L2 speakers of English the ability to travel virtually outside of their L1 local language environment.
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The game environment can evoke feelings of enjoyment and security, which might reduce learners' anxiety about using a foreign language and making mistakes.
“Additionally, the game environment can evoke feelings of enjoyment and security, which might reduce learners’ anxiety about using a foreign language and making mistakes [15,36,40].”
From Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students (2024) · cites this paper as [15]
The immersive experience provided by games gives players the opportunity to travel virtually [15], potentially increasing their interest in studying foreign languages and cultures.
“The immersive experience provided by games gives players the opportunity to travel virtually [15], potentially increasing their interest in studying foreign languages and cultures.”
From Exploring the relationship between digital gaming, language attitudes, and academic success in EFL university students (2024) · cites this paper as [15]
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Self-citation
- Authors
- Peake, J., & Reynolds, A.
- Venue
- Angles
- Publisher
- OpenEdition
- Published
- 2020
- Volume
- 11
- ISSN
- 2274-2042 (ISSN-L)
- OpenAlex
- W3106101074
- Cited by
- 10
- References
- 43
- Citations by year
- 2026: 2 · 2025: 4 · 2024: 2 · 2023: 1 · 2022: 1
- FWCI
- 2.33
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- Angles (publishedVersion, cc-by)
- HAL (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- OpenEdition (OpenEdition) (submittedVersion, cc-by)
- Topics
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- gaming, English as a second language, English as a lingua franca, online games, immersion, language learning motivation, intrinsic motivation, French learners of English, online interaction, language confidence
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