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Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Center for Language and Literature in Education (from 2013). Karlstad University, Faculty of Arts and Social Sciences (starting 2013), Department of Language, Literature and Intercultural Studies (from 2013). University of Oslo. (ROSE)ORCID iD: 0000-0003-0511-4624
2019 (English)In: Language Learning & Technology, ISSN 1094-3501, E-ISSN 1094-3501, Vol. 23, no 1, p. 87-113Article in journal (Refereed) Published
Abstract [en]

The purposes of this study are to examine the relation between playing commercial-off-the-shelf (COTS) games in the wild and L2 English vocabulary and to offer comparisons with non-gamers’ vocabulary. Data were collected from two samples of teenage L2 English learners in Sweden, Sample A (N = 1,069) and Sample B (N = 16). Questionnaires and English grades were collected from A and B, productive and receptive vocabulary tests from A, and interviews and essays from B. A quantitative-dominant mixed-methods approach was adopted. Results showed a significant positive correlation between time played and test scores. They also showed that time played was related to types of games played. Multiple regression analysis including time played and types of games as predictor variables and L2 vocabulary as the outcome variable showed that the effect from type disappeared when it was entered into the model, whereas time remained significant. A close examination of 45 words (productive test) revealed significantly higher scores for gamers (compared with non-gamers) at all vocabulary frequency levels, and for particularly difficult words. Overall, findings from Sample B regarding gaming habits and vocabulary (i.e., use of advanced or infrequent words in essays) reflected the results from Sample A, making it possible to conclude that playing COTS games matters for L2 learner vocabulary.

Place, publisher, year, edition, pages
Honolulu, HI: National Foreign Language Resource Center , 2019. Vol. 23, no 1, p. 87-113
Keywords [en]
gaming, L2 vocabulary, informal language learning, incidental learning, digital wild, extramural English
Keywords [sv]
dataspel, dataspelande, andraspråksinlärning, extramural engelska
National Category
Specific Languages Didactics
Research subject
English
Identifiers
URN: urn:nbn:se:kau:diva-70897DOI: 10.10125/44674ISI: 000457468500009OAI: oai:DiVA.org:kau-70897DiVA, id: diva2:1285873
Available from: 2019-02-05 Created: 2019-02-05 Last updated: 2019-02-14Bibliographically approved

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Sundqvist, Pia
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CiteExportLink to record
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Citation style
  • apa
  • harvard1
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  • de-DE
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  • nn-NO
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  • Other locale
More languages
Output format
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