Massively multiplayer online role-playing games as arenas for second language learning

被引:83
作者
Peterson, Mark [1 ]
机构
[1] Kyoto Univ, Grad Sch Human & Environm Studies, Sakyo Ku, Kyoto, Japan
关键词
gaming; MMORPGs; virtual environments; SIMULATIONS;
D O I
10.1080/09588221.2010.520673
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of utilizing network-based gaming in computer assisted language learning (CALL). A critical analysis of three influential learner-based studies drawn from the literature is then undertaken. This reveals that present research is largely exploratory in nature and is subject to limitations. The analysis draws attention to the role played by learner training and indicates that for intermediate and advanced level English language learners, MMORPGs offer a motivating context that elicits engagement in beneficial forms of target language interaction. Research further suggests that learner participation in network-based gaming provides valuable opportunities for vocabulary acquisition and the development of communicative competence. This article concludes by highlighting the urgent need for additional studies and identifies areas with potential in future research.
引用
收藏
页码:429 / 439
页数:11
相关论文
共 41 条
[31]   Role-playing as an instructional technique in English as a foreign language and English as a second language settings: a systematic review [J].
Kaygisiz, Semih ;
Akar, Hanife .
CAMBRIDGE JOURNAL OF EDUCATION, 2025, 55 (03) :441-467
[32]   Role-playing planning games as educational tool Experiences of teaching with educational games in Sweden [J].
Stojanovski, Todor .
ECAADE 2020: ANTHROPOLOGIC - ARCHITECTURE AND FABRICATION IN THE COGNITIVE AGE, VOL 1, 2020, :525-534
[33]   Prediction-based real-time resource provisioning for massively multiplayer online games [J].
Prodan, Radu ;
Nae, Vlad .
FUTURE GENERATION COMPUTER SYSTEMS-THE INTERNATIONAL JOURNAL OF ESCIENCE, 2009, 25 (07) :785-793
[34]   Treatment Strategies for Online Role-Playing Gaming Problems in Couples [J].
Hawkins, Blendine P. ;
Hertlein, Katherine M. .
JOURNAL OF COUPLE & RELATIONSHIP THERAPY-INNOVATIONS IN CLINICAL AND EDUCATIONAL INTERVENTIONS, 2013, 12 (02) :150-167
[35]   A Content Analysis of Interviews with Players of Massively Multiplayer Online Role-Play Games (MMORPGs): Motivating Factors and the Impact on Relationships [J].
Taylori, Jacqui ;
Taylor, James .
ONLINE COMMUNITIES AND SOCIAL COMPUTING, PROCEEDINGS, 2009, 5621 :613-621
[36]   Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players [J].
Mancini, Tiziana ;
Imperato, Chiara ;
Sibilla, Federica .
COMPUTERS IN HUMAN BEHAVIOR, 2019, 92 :297-305
[37]   PROFILES AND CHARACTERS: EVOLUTION OF THE REPRESENTATION OF THE USER IN SOCIAL NETWORKS AND ROLE-PLAYING GAMES [J].
Hernandez Perez, Manuel .
REVISTA DE COMUNICACION DE LA SEECI, 2012, (28) :30-48
[38]   A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training [J].
Othlinghaus-Wulhorst, Julia ;
Hoppe, H. Ulrich .
FRONTIERS IN COMPUTER SCIENCE, 2020, 2
[39]   Experiential learning experiences in an online 3D virtual environment for mental health interviewing and diagnosis role-playing: a comparison of perceived learning across learning activities [J].
Victoria L. Lowell ;
Ali Alshammari .
Educational Technology Research and Development, 2019, 67 :825-854
[40]   Experiential learning experiences in an online 3D virtual environment for mental health interviewing and diagnosis role-playing: a comparison of perceived learning across learning activities [J].
Lowell, Victoria L. ;
Alshammari, Ali .
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2019, 67 (04) :825-854