Video Games and Second Language Acquisition: Six Genre Case Studies

2022 ◽  
pp. 1345-1371
Author(s):  
Juan Li

This study overviews contemporary studies on the use of video games for second language acquisition within the past ten years spanning the development of computer-assisted language learning (CALL) and its connections to SLA, definitions of video games, empirical studies on the facilitative roles played by video games for second language (L2) learning and utilizing massively multiplayer online role-playing games (MMORPGs) for language learning. The purpose of this chapter is to help the readers obtain a systematic understanding of the development and application of video games in second language education. Findings of this study suggests that players are able to acquire L2 knowledge while playing video games. It also suggests that future research should focus more on the actual integration of video games into language instruction.


2011 ◽  
Vol 26 (1) ◽  
pp. 89-110 ◽  
Author(s):  
Ingo Plag

Proponents of a ‘feature pool’ approach to creolization (e.g. Mufwene 2001, Aboh & Ansaldo 2006) have claimed that the emergence of the new grammar is driven by the syntax-discourse prominence, markedness, and frequency of available features, with typological similarity or dissimilarity of the languages involved playing a crucial role in the competition and selection process. This paper takes a closer look at the predictions of a feature pool-based approach to creolization and tests whether these predictions are borne out by the facts. Three case studies from the Surinamese creoles and Sri Lanka Malay show that the feature pool approach suffers from a number of conceptual, theoretical, and empirical problems. The typology alone of the languages involved in the contact is not a good predictor for the outcome of language contact. The feature pool approach neglects processing constraints: one can only select from what one can process. ‘Creolization’, as in the case of the emergence of the Surinamese Creoles, is not ‘exceptional’, but happens in contact situations in which second language acquisition plays a significant role. The processing restrictions inherent in second language acquisition play an important role in shaping the structural outcome. ’Admixture’, as in the case of Sri Lanka Malay, is not ‘exceptional’ either, but happens in different situations and shows different processes at work. And these processes allow structural outcomes that are very different from those found under the conditions of second language acquisition.


Author(s):  
Juan Li

This study overviews contemporary studies on the use of video games for second language acquisition within the past ten years spanning the development of computer-assisted language learning (CALL) and its connections to SLA, definitions of video games, empirical studies on the facilitative roles played by video games for second language (L2) learning and utilizing massively multiplayer online role-playing games (MMORPGs) for language learning. The purpose of this chapter is to help the readers obtain a systematic understanding of the development and application of video games in second language education. Findings of this study suggests that players are able to acquire L2 knowledge while playing video games. It also suggests that future research should focus more on the actual integration of video games into language instruction.


Sign in / Sign up

Export Citation Format

Share Document