A Massively Multiplayer Online Role-Playing Game and Its Effects on Interaction in the Second Language

Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.

2020 ◽  
pp. 424-446
Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


Author(s):  
Isara Kongmee ◽  
Rebecca Strachan ◽  
Alison Pickard ◽  
Catherine Montgomery

Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers.


2022 ◽  
pp. 1948-1971
Author(s):  
Mark Peterson ◽  
Jeremy White ◽  
Maryam Sadat Mirzaei ◽  
Qiao Wang

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.


2021 ◽  
Author(s):  
◽  
Julie Ann Bytheway

<p>This small‐scale case‐study used research processes inherent in Grounded Theory to identify and explain vocabulary learning strategies used by players in MMORPGs (massively multiplayer online role‐playing games), an informal second language learning context. This investigation was in response to informal reports of second language vocabulary gains from gamers at Victoria University of Wellington (New Zealand) and the University of Twente (The Netherlands). Data was collected from observations of, interviews with, and elicited texts from six participants, and three types of extant texts from World of Warcraft. Constant comparative analysis was used to allow patterns and processes to emerge from the data to explain social phenomena. Participants identified fifteen vocabulary learning strategies and aspects of MMORPGs that affect these strategies. Vocabulary learning strategies in MMORPGs are affected by play, which affects learning processes and motivation; MMORPG culture, which affects participants’ interaction, curiosity, and independent learning; and the range and use of language in MMORPGs, which affects participants’ language use, attitudes, and vocabulary learning strategies. Findings were compared to Gu’s (2005) model of vocabulary learning strategies in contexts, and Gu’s model was adapted to suit this MMORPG second language learning context. Aspects of MMORPGs affect second language vocabulary learning strategies gamers develop, select and use. This study highlights the need to value MMORPGs as contexts for learners’ vocabulary learning strategies and argues for further study into MMORPGs as contexts of vocabulary learning strategies.</p>


Author(s):  
Rebecca Strachan ◽  
Isara Kongmee ◽  
Alison Pickard

Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This case study investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this case study explores the students' experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers.


Author(s):  
Yong Zhao ◽  
Chun Lai

This chapter provides an overview of the potential of massively multiplayer role-playing games (MMORPGs) for foreign language education and discusses how MMORPGs can be better designed to support foreign language education. It reviews current conceptualizations on ideal language learning environments, discusses the potential of MMORPGs for foreign language education, and elaborates on how to design MMORPGs to facilitate foreign language learning. The authors hope that this discussion will help foreign language educators realize and capitalize on the values of MMORPGs in foreign language education, and will guide the design of MMORPGs for foreign language learning.


Author(s):  
Mark Peterson ◽  
Jeremy White ◽  
Maryam Sadat Mirzaei ◽  
Qiao Wang

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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