“A review of research on the application of digital games in foreign language education,”
Abstract
The use of digital games represents an expanding domain in computer-assisted language learning (CALL) research. This chapter reviews the findings of 26 learner-based studies in this area that are informed by cognitive and social accounts of SLA. The analysis shows that massively multiplayer online role-playing games (MMORPGs) are the most frequently investigated game type and the majority of studies involved EFL learners in higher education. Mixed methods were the most frequent research tool utilized by researchers. Limitations of current research include the preponderance of small-scale experimental studies that investigated only a limited number of factors. Although the research is not conclusive, findings indicate that game play facilitates collaboration, the production of target language output, vocabulary learning, and reduces the influence of factors that inhibit learning. This chapter concludes by identifying promising areas for future research.
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Studies in digital games have predominantly focused on games developed for educational purposes, while the language-learning potential of commercially available games that learners choose voluntarily has received limited attention.
“Moreover, studies conducted within the context of digital games have predominantly focused on games developed for educational purposes, while the language-learning potential of commercially available games that learners choose to engage with voluntarily has received limited attention (Chen and Hsu, 2020; Peterson et al., 2020; Ranalli, 2008).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Peterson et al., 2020
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- Authors
- Peterson, M., White, J., Mirzaei, M. S., & Wang, Q.
- Affiliations
- Kyoto University (JP)
- Ritsumeikan University (JP)
- RIKEN (JP)
- Venue
- Advances in Educational Technologies and Instructional Design
- Publisher
- IGI Global
- Published
- 2020
- Pages
- 69-92
- ISSN
- 2326-8905 (ISSN-L)
- 2326-8913
- OpenAlex
- W3012402828
- Cited by
- 44
- References
- 79
- Citations by year
- 2026: 5 · 2025: 4 · 2024: 21 · 2023: 3 · 2022: 5 · 2021: 5 · 2020: 1
- FWCI
- 16.41
- Type
- book chapter
- Language
- en
- Open access
- closed
- Locations
- Advances in educational technologies and instructional design book series (publishedVersion)
- 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
- Physical Sciences › Computer Science › Information Systems › English Language Learning and Teaching
- Keywords
- video games, foreign language teaching, computer-assisted language learning, MMORPG, EFL learners, higher education, second language acquisition, vocabulary acquisition, learner collaboration, game-based learning
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