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Language Learning and Socialization Opportunities in Game Worlds: Trends in First and Second Language Research
Author(s) -
PasfieldNeofitou Sarah
Publication year - 2014
Publication title -
language and linguistics compass
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.619
H-Index - 44
ISSN - 1749-818X
DOI - 10.1111/lnc3.12083
Subject(s) - metaverse , language acquisition , socialization , computer science , literacy , second language acquisition , psychology , linguistics , mathematics education , pedagogy , artificial intelligence , virtual reality , social psychology , philosophy
Abstract Since the growth of online gaming in the mid‐2000s, an increasing number of studies have theorised that virtual game worlds provide an optimal environment for language learning – both first language literacy development and second language acquisition. Although online games are often thought of as little more than distractions, a number of studies have demonstrated that there exist myriad opportunities for communication and learning, including language learning, in many games. One of the most popular games, the massively multiplayer online game World of Warcraft , for example, relies for much of its success on the opportunities it presents for engaging collaboration in navigating the world and taking part in team combat, often mediated via language. While a number of studies have already examined first language socialization processes in games, particularly following the release of World of Warcraft a decade ago, research on opportunities for second language learning opportunities in online games is still emerging, and this area of research will be the focus of this review. Via a meta‐analysis of both first and second language studies in areas within and outside of linguistics and language education, this review will explore why virtual game worlds are said to constitute such ideal environments for language learning.