THE EFFECTS OF GENRE AND MODE IN COMPUTER GAMES FOR
ENGLISH LANGUAGE LEARNING
A THESIS SUBMITTED TO
THE GRADUATE SCHOOL OF SOCIAL SCIENCES
OF
MIDDLE EAST TECHNICAL UNIVERSITY
BY
MEHMET EMRE ALTINBAŞ
IN PARTIAL FULFILLMENT OF THE REQUIREMENTS
FOR
THE DEGREE OF DOCTOR OF PHILOSOPHY
IN
THE DEPARTMENT OF ENGLISH LANGUAGE TEACHING
JULY 2023
Approval of the thesis:
THE EFFECTS OF GENRE AND MODE IN COMPUTER GAMES FOR
ENGLISH LANGUAGE LEARNING
submitted by MEHMET EMRE ALTINBAŞ in partial fulfillment of the
requirements for the degree of Doctor of Philosophy in English Language Teaching,
the Graduate School of Social Sciences of Middle East Technical University by,
Prof. Dr. Sadettin KİRAZCI
Dean
Graduate School of Social Sciences
Prof. Dr. Nurten BİRLİK
Head of Department
Department of Foreign Language Education
Assoc. Prof. Dr. Perihan SAV
Supervisor
Department of Foreign Language Education
Examining Committee Members:
Prof. Dr. Arif ALTUN (Head of the Examining Committee)
Hacettepe University
Department of Computer Education and Instructional Technology
Assoc. Prof. Dr. Perihan SAV (Supervisor)
Middle East Technical University
Department of Foreign Language Education
Prof. Dr. Çiler HATİPOĞLU
Middle East Technical University
Department of Foreign Language Education
Assist. Prof. Dr. Necmi AKŞİT
İ. D. Bilkent University
Department of Foreign Language Education
Assist. Prof. Dr. Tijen AKŞİT
İ. D. Bilkent University
Department of Foreign Language Education
iii
I hereby declare that all information in this document has been obtained and
presented in accordance with academic rules and ethical conduct. I also declare
that, as required by these rules and conduct, I have fully cited and referenced all
material and results that are not original to this work.
Name, Last Name: Mehmet Emre ALTINBAŞ
Signature:
iv
ABSTRACT
THE EFFECTS OF GENRE AND MODE IN COMPUTER GAMES FOR
ENGLISH LANGUAGE LEARNING
ALTINBAŞ, Mehmet Emre
Ph.D., Department of English Language Teaching
Supervisor: Assoc. Prof. Dr. Perihan SAVAŞ
July 2023, 317 pages
The present study aimed to uncover whether there is a significant difference
across and within computer games with different modes and genres in terms of target
language learning. To this end, a sequential explanatory mixed-method research
design was used. Initially, a questionnaire was implemented with a group of gamer
learners of English experienced in major game modes and genres to find out about the
perceived frequency of learning and practicing target language knowledge and skills
in these games. Following this, observations of game streams from each game mode
and genre combination were carried out to uncover the activities of language practicing
with their durations and frequencies. Finally, interviews were carried out with
participants specifically interested in certain game mode and genre combinations to
understand their opinions about language learning in these games. The findings show
that there are significant differences across and within different game modes and
genres with regard to language learning, along with certain similarities. Gamer
language learners are involved in distinct activities in these game modes and genres
with varying frequencies and durations. They experience specific opportunities and
challenges, and they have certain recommendations and expectations for the
improvement of language learning in different game modes and genres. Based on the
v
findings, the study presents a comprehensive overview of learning and practicing
target language knowledge and skills in different game modes and genres and
identifies optimal game mode and genre combinations for learning and practicing
specific target language knowledge and skills for academic and practical interests.
Keywords: Computer Games, Game Modes, Game Genres, Learning English as a
Foreign Language
vi
ÖZ
BİLGİSAYAR OYUNLARINDA MOD VE TÜRÜN İNGİLİZ DİLİ ÖĞRENİMİ
İÇİN ETKİLERİ
ALTINBAŞ, Mehmet Emre
Doktora, İngiliz Dili Öğretimi Bölümü
Tez Yöneticisi, Doç. Dr. Perihan SAVAŞ
Temmuz 2023, 317 sayfa
Mevcut çalışma farklı modlara ve türlere sahip bilgisayar oyunlarının
içerisinde ve arasında dil öğrenimi açısından önemli bir fark olup olmadığı ortaya
çıkarmayı hedeflemiştir. Bu doğrultuda açımlayıcı sıralı karma araştırma deseni
kullanılmıştır. Öncelikle ana oyun modları ve türlerinde deneyimli İngilizce
öğrencileri ile farklı oyun modu ve türlerinde algılanan hedef dil bilgileri ve
becerilerinin öğrenilme ve uygulanma sıklığını bulmak amacıyla bir anket
uygulanmıştır. Sonrasında her bir oyun modu ve türünde gerçekleşen dil kullanımı
aktivitelerini sıklıkları ve süreleri ile ortaya çıkarmak adına oyun yayını gözlemleri
yapılmıştır. Son olarak, belirli oyun modu ve türlerine özellikle ilgi duyan katılımcılar
ile farklı oyun modu ve türlerinde yabancı dil öğrenimine dair görüşlerini öğrenmek
adına görüşmeler gerçekleştirilmiştir. Bulgular belirli benzerliklerin yanı sıra farklı
oyun modları ve türlerinin içerisinde ve arasında dil öğrenimi açısından önemli
farklılıklar olduğunu ortaya koymuştur. Oyuncu dil öğrencileri bu oyun modları ve
türlerinde değişen sıklıkta ve sürelerde farklı aktivitelerde bulunmaktadırlar. Farklı
oyun modu ve türlerinde değişik imkanlar ve zorluklar deneyimlemekteler ve bu oyun
modu ve türlerinde dil öğreniminin artırılması için belirli önerilere ve beklentilere
sahipler. Çalışma bu sonuçlara dayalı olarak farklı oyun modlarında ve türlerinde dil
öğrenimine yönelik kapsamlı bir genel bakış sunmakla beraber akademik ve pratik
vii
ilgiler doğrultusunda belirli hedef dil bilgisi ve becerilerinin öğrenilmesi ve
uygulamaya dökülmesi konusunda optimal oyun modu ve türü kombinasyonları
belirlemektedir.
Anahtar Kelimeler: Bilgisayar Oyunları, Oyun Modları, Oyun Türleri, Yabancı Dil
Olarak İngilizce Öğrenimi
viii
ACKNOWLEDGEMENTS
I would like to express my gratitude to several people for their valuable
contributions to me throughout my doctoral journey. Their invaluable contributions
have made this incredible journey more effective and enjoyable for me.
First of all, I would like to start with expressing how grateful I am to my
supervisor Assoc. Prof. Dr. Perihan Savaş for guiding me in my doctoral studies.
Without her support, my doctoral education and this study wouldn’t be complete. She
has always encouraged me to pursue my interests and helped me become a better
researcher.
I would also like to give special thanks to the monitoring committee members
Prof. Dr. Arif Altun and Prof. Dr. Çiler Hatipoğlu for their insightful contributions and
feedback during the various stages of the dissertation. Their valuable suggestions and
helpful feedback have enabled this study to become better throughout the process. I
would also like to express my heartfelt thanks to examining committee members
Assist. Prof. Dr. Necmi Akşit and Assist. Prof. Dr. Tijen Akşit for their invaluable
suggestions for the improvement of the study. They generously provided their
knowledge and expertise for the improvement of the study.
My heartfelt thanks are also to the professors whose courses I have taken at the
beginning of my doctoral studies. I am grateful to Prof. Dr. Ayşegül Daloğlu, Prof. Dr.
Hüsnü Enginarlar, Prof. Dr. Nurdan Gürbüz, Assoc. Prof. Dr. Duygu Sarısoy and Dr.
Deniz Şallı Çopur for all the precious learning experience they provided in their
classes. I always enjoyed attending their classes. I should also offer my thanks to my
classmates in all the courses I have taken in the program. I learned a lot from my
classmates in our discussions and reflections during classes. In addition to this, we had
a great time both in and out of lessons. I am grateful for all the valuable time we have
spent together.
I would also like to thank the Scientific and Technological Research Council
of Turkey (TÜBİTAK) for supporting my doctoral studies.
Lastly, my deepest thanks are for my dear wife, Fadime. Her endless support
to me throughout my doctoral studies, just like in all parts of my life, has given me
ix
hope and strength, as always. I wouldn’t have been able to complete my studies
without her loving presence by my side.
x
TABLE OF CONTENTS
PLAGIARISM ........................................................................................................... iii
ABSTRACT ................................................................................................................ iv
ÖZ ................................................................................................................................ vi
ACKNOWLEDGEMENTS ...................................................................................... viii
TABLE OF CONTENTS ............................................................................................. x
LIST OF TABLES ................................................................................................... xvii
LIST OF FIGURES ................................................................................................... xix
INTRODUCTION ........................................................................................................ 1
1.0. Presentation ................................................................................................... 1
1.1. Theoretical Background .................................................................................... 1
1.2. Operational Concepts Related to English Language Learning within the
Present Study ............................................................................................................ 6
1.3. The Need for the Study ...................................................................................... 8
1.4. Significance of the Study ................................................................................. 13
1.5. Research Questions.......................................................................................... 15
LITERATURE REVIEW ........................................................................................... 17
2.0. Presentation ..................................................................................................... 17
2.1. Computer Assisted Language Learning .......................................................... 17
2.2. Commercial Computer Games and Learning Target Language Vocabulary .. 24
2.3. Commercial Computer Games and Learning Target Language Grammar ...... 35
2.4. Commercial Computer Games and Improving Target Language Skills ......... 39
METHODOLOGY ..................................................................................................... 49
3.0. Presentation ..................................................................................................... 49
3.1. Overview of the Methodology ......................................................................... 49
CHAPTERS
xi
3.1. Participants ...................................................................................................... 50
3.2. Data Collection Tools and Procedure .............................................................. 56
3.2.1 Questionnaire ............................................................................................. 57
3.2.2. Observation ............................................................................................... 60
3.2.2. Interview ................................................................................................... 69
3.3. Data Analysis .................................................................................................. 71
3.3.1. Analysis of the Questionnaire ................................................................... 73
3.3.2 Analysis of the Observations ..................................................................... 74
3.3.3. Analysis of the Interviews ........................................................................ 75
FINDINGS ................................................................................................................. 77
4.0. Presentation ..................................................................................................... 77
4.1. Comparison of Single-player and Multiplayer Game Modes.......................... 77
4.1.1. Overall Findings of the Comparison of Single-player and
Multiplayer Game Modes .............................................................................. 79
4.1.2. Comparison of Single-player and Multiplayer Game Modes Based
on Vocabulary Learning ................................................................................. 79
4.1.3. Comparison of Single-player and Multiplayer Game Modes Based
on Grammar Learning .................................................................................... 80
4.1.4. Comparison of Single-player and Multiplayer Game Modes Based
on Reading Practice........................................................................................ 81
4.1.5. Comparison of Single-player and Multiplayer Game Modes Based
on Listening Practice ...................................................................................... 82
4.1.6. Comparison of Single-player and Multiplayer Game Modes Based
on Writing Practice ........................................................................................ 83
4.1.7. Comparison of Single-player and Multiplayer Game Modes Based
on Speaking Practice ...................................................................................... 84
4.2. Comparison of the Genres Based on Target Language Knowledge and
Skills ....................................................................................................................... 85
xii
4.2.1. Overall Findings of the Comparison of the Genres Based on Target
Language Knowledge and Skills .................................................................... 86
4.2.2. Comparison of the Genres Based on the Frequency of Vocabulary
Learning ......................................................................................................... 87
4.2.3. Comparison of the Genres Based on the Frequency of Grammar
Learning ......................................................................................................... 88
4.2.4. Comparison of the Genres Based on the Frequency of Reading
Practice ........................................................................................................... 89
4.2.5. Comparison of the Genres Based on the Frequency of Listening
Practice ........................................................................................................... 90
4.2.6. Comparison of the Genres Based on the Frequency of Writing
Practice ........................................................................................................... 91
4.2.7. Comparison of the Genres Based on the Frequency of Speaking
Practice ........................................................................................................... 92
4.3. Comparison of the Target Language Knowledge and Skill Types within
Each Genre ............................................................................................................. 93
4.3.1. Overall Findings of the Comparison of the Target Language
Knowledge and Skill Types Based on Each Genre ........................................ 94
4.3.2. Comparison of the Target Language Knowledge and Skill Types
Based on Action Genre .................................................................................. 95
4.3.3. Comparison of the Target Language Knowledge and Skill Types
Based on Adventure Genre ............................................................................ 97
4.3.4. Comparison of the Target Language Knowledge and Skill Types
Based on Role-playing Genre ........................................................................ 99
4.3.5. Comparison of the Target Language Knowledge and Skill Types
Based on Strategy Genre .............................................................................. 101
4.3.6. Comparison of the Target Language Knowledge and Skill Types
Based on Simulation Genre .......................................................................... 103
4.4. Activities of Language Practicing Observed in Different Computer Game
Modes and Genres ................................................................................................ 106
xiii
4.4.1. Overview of the Activities of Language Practicing in the Light of
Game Mode Comparison .................................................................................. 106
4.4.2. Overview of the Activities of Language Practicing in the Light of
Game Genre Comparison.................................................................................. 107
4.4.3. Overview of the Activities of Language Practicing in the Light of
Language Skills Comparison ............................................................................ 108
4.4.4. Activities of Language Practicing Observed in Different Game Modes
and Genres ........................................................................................................ 111
4.4.4.1. Types of Language Practicing Observed in Action Games ............ 112
4.4.4.2. Types of Language Practicing Observed in Adventure Games ...... 118
4.4.4.3. Types of Language Practicing Observed in Role-playing Games .. 126
4.4.4.4. Types of Language Practicing Observed in Strategy Games .......... 133
4.4.4.5. Types of Language Practicing Observed in Simulation Games ..... 139
4.5. Opinions of Gamer Learners of English Regarding Language Learning in
Different Game Modes and Genres ...................................................................... 141
4.5.1. Overview of Interview Findings ............................................................. 141
4.5.2. Opportunities Provided by Computer Games for Language Learning ... 144
4.5.3. Limitations of Computer Games for Language Learning ....................... 148
4.5.4. Ways of language Learning and Practicing in Computer Games ........... 151
4.5.5. Opinions about the Previous Findings of the Study ............................... 165
4.5.6. Suggestions for Gamer Language Learners ............................................ 170
4.5.7. Expectations of Gamer Language Learners from Computer Games ...... 173
DISCUSSION .......................................................................................................... 176
5.0. Presentation ................................................................................................... 176
5.1. Overview of the Findings .............................................................................. 176
5.2. An Overview for Language Learning and Practicing in Different Game
Modes and Genres ................................................................................................ 179
5.2.1. Single-player Action Games ................................................................... 187
xiv
5.2.2. Multiplayer Action Games ...................................................................... 188
5.2.3. Single-player Adventure Games ............................................................. 191
5.2.4. Multiplayer Adventure Games ................................................................ 192
5.2.5. Single-player Role-playing Games ......................................................... 194
5.2.6. Multiplayer Role-playing Games ............................................................ 196
5.2.7. Single-player Strategy Games ................................................................. 199
5.2.8. Multiplayer Strategy Games ................................................................... 201
5.2.9. Single-player Simulation Games ............................................................ 203
5.2.10. Multiplayer Simulation Games ............................................................. 204
5.3. A Guide for Optimal Game Mode and Genre Combinations in Learning
and Practicing Specific Target Language Knowledge and Skills Based on the
Findings ................................................................................................................ 207
5.3.1. Vocabulary Learning .............................................................................. 209
5.3.2. Grammar Learning .................................................................................. 211
5.3.3. Reading Practice ..................................................................................... 213
5.3.4. Listening Practice .................................................................................... 216
5.3.5. Writing Practice ...................................................................................... 219
5.3.6. Speaking Practice .................................................................................... 221
5.4. Discussion of the Findings in View of Existing Literature ........................... 223
5.4.1. Discussion of the Findings Related to Game Mode Comparison in
View of Existing Literature .............................................................................. 223
5.4.2. Discussion of the Findings Related to Genre Comparison in View of
Existing Literature ............................................................................................ 227
5.4.3. Discussion of the Findings Related to Target Language Knowledge
and Skills Comparison in View of Existing Literature ..................................... 232
5.4.4. Discussion of the Findings Related to Activities of Target Language
Learning and Practicing in View of Existing Literature ................................... 233
5.4.5. Discussion of the Findings Related to the Opinions of Gamers on
Computer Games and Language Learning in View of Existing Literature ...... 236
xv
5.5. Implications for Research .............................................................................. 238
5.5.1. Implications for Research Based on Game Mode Comparison .............. 238
5.5.2. Implications for Research Based on Genre Comparison ........................ 240
5.5.3. Implications for Research Based on Target Language Knowledge and
Skills Comparison ............................................................................................. 243
5.5.4. Implications for Research Based on Activities of Target Language
Learning and Practicing .................................................................................... 244
5.5.5. Implications for Research Based on the Opinions of Gamers on
Computer Games and Language Learning ....................................................... 246
5.6. Implications for Practice................................................................................ 248
5.6.1. Implications on Game Mode Comparison for Practice .......................... 248
5.6.2. Implications on Genre Comparison for Practice .................................... 249
5.6.3. Implications on Target Language Knowledge and Skills Comparison
for Practice ........................................................................................................ 252
5.6.4. Implications on Activities of Language Learning and Practicing for
Practice.............................................................................................................. 254
5.6.5. Implications on the Opinions of Gamers on Computer Games and
Language Learning for Practice ........................................................................ 256
5.7. Limitations and Suggestions for Further Research ....................................... 259
5.7.1. Limitations and Suggestions for Further Research Related to Game
Mode Comparison............................................................................................. 259
5.7.2. Limitations and Suggestions for Further Research Related to Genre
Comparison ....................................................................................................... 260
5.7.3. Limitations and Suggestions for Further Research Related to Target
Language Knowledge and Skills Comparison .................................................. 261
5.7.4. Limitations and Suggestions for Further Research Related to Activities
of Target Language Learning and Practicing ................................................... 262
5.7.5. Limitations and Suggestions for Further Research Related to Opinions
of Gamers on Computer Games and Language Learning ................................. 263
xvi
REFERENCES ......................................................................................................... 265
APPENDICES
A. QUESTIONNAIRE ............................................................................................. 277
B. STREAM OBSERVATION FORM ................................................................... 284
C. SEMI-STRUCTURED INTERVIEW QUESTIONS .......................................... 285
D. LIST OF CODES, CATEGORIES AND THEMES OF THE INTERVIEW ..... 286
E. APPROVAL OF THE HUMAN SUBJECTS ETHICS COMMITTEE ............. 294
F. CURRICULUM VITAE ...................................................................................... 295
G. TURKISH SUMMARY / TÜRKÇE ÖZET ........................................................ 298
H. THESIS PERMISSION FORM / TEZ İZİN FORMU ........................................ 317
xvii
LIST OF TABLES
Table 1 An overview of participants’ demographic information .............................. 52
Table 2 Overview of interview participants .............................................................. 70
Table 3 Summary of the research questions, data collection tools and data
analysis techniques ..................................................................................................... 72
Table 4 Significance of pairwise comparisons based on action genre (column
oriented) ..................................................................................................................... 96
Table 5 Significance of pairwise comparisons based on adventure genre (column
oriented) ..................................................................................................................... 98
Table 6 Significance of pairwise comparisons based on role-playing genre
(column oriented) ..................................................................................................... 101
Table 7 Significance of pairwise comparisons based on strategy genre (column
oriented) ................................................................................................................... 103
Table 8 Significance of pairwise comparisons based on simulation genre
(column oriented) ..................................................................................................... 105
Table 9 Instances of language practicing observed in the single-player action
game ......................................................................................................................... 113
Table 10 Instances of language practicing observed in the multiplayer action
game ......................................................................................................................... 115
Table 11 Instances of language practicing observed in the single-player adventure
game ......................................................................................................................... 119
Table 12 Instances of language practicing observed in the multiplayer adventure
game ......................................................................................................................... 122
Table 13 Instances of language practicing observed in the single-player
role-playing game..................................................................................................... 127
Table 14 Instances of language practicing observed in the multiplayer
role-playing game..................................................................................................... 130
Table 15 Instances of language practicing observed in the single-player strategy
game ......................................................................................................................... 134
Table 16 Instances of language practicing observed in the multiplayer strategy
game ......................................................................................................................... 136
xviii
Table 17 Instances of language practicing observed in the single-player
simulation game ....................................................................................................... 139
Table 18 Instances of language practicing observed in the single-player
simulation game ....................................................................................................... 140
Table 19 An overview of language learning in different game modes and genres
based on the findings ................................................................................................ 181
xix
LIST OF FIGURES
Figure 1 Overview of the procedure ......................................................................... 51
Figure 2 Call of Duty: Modern Warfare.................................................................... 62
Figure 3 Counter Strike: Global Offensive ............................................................... 63
Figure 4 The Walking Dead ...................................................................................... 64
Figure 5 Minecraft ..................................................................................................... 64
Figure 6 The Witcher 3: The Wild Hunt ................................................................... 65
Figure 7 World of Warcraft ....................................................................................... 66
Figure 8 Age of Empires II: Definitive Edition ........................................................ 67
Figure 9 League of Legends ...................................................................................... 67
Figure 10 Euro Truck Simulator 2 ............................................................................ 68
Figure 11 FIFA 22 ..................................................................................................... 68
Figure 12 Comparison of single-player and multiplayer game modes in terms of
overall vocabulary learning frequency ....................................................................... 80
Figure 13 Comparison of single-player and multiplayer game modes in terms of
overall grammar learning frequency .......................................................................... 81
Figure 14 Comparison of single-player and multiplayer game modes in terms of
reading practice frequency ......................................................................................... 82
Figure 15 Comparison of single-player and multiplayer game modes in terms of
listening practice frequency ....................................................................................... 83
Figure 16 Comparison of single-player and multiplayer game modes in terms of
writing practice frequency.......................................................................................... 84
Figure 17 Comparison of single-player and multiplayer game modes in terms of
speaking practice frequency ....................................................................................... 85
Figure 18 Comparison of the genres based on overall vocabulary learning
frequency .................................................................................................................... 87
Figure 19 Comparison of the genres based on overall grammar learning
frequency .................................................................................................................... 88
Figure 20 Comparison of the genres based on reading practice frequency .............. 89
Figure 21 Comparison of the genres based on listening practice frequency ............. 90
Figure 22 Comparison of the genres based on writing practice frequency ............... 92
xx
Figure 23 Comparison of the genres based on speaking practice frequency ............ 93
Figure 24 Comparison of the learning and practice frequency of target language
knowledge and skill types based on action genre ...................................................... 95
Figure 25 Comparison of the learning and practice frequency of target language
knowledge and skill types based on adventure genre: ............................................... 97
Figure 26 Comparison of the learning and practice frequency of target language
knowledge and skill types based on role-playing genre ............................................. 99
Figure 27 Comparison of the learning and practice frequency of target language
knowledge and skill types based on strategy genre .................................................. 102
Figure 28 Comparison of the learning and practice frequency of target language
knowledge and skill types based on strategy genre .................................................. 104
Figure 29 Overview of themes and categories ........................................................ 142
Figure 30 Language learning in single-player action games ................................... 188
Figure 31 Language learning in multiplayer action games ..................................... 190
Figure 32 Language learning in single-player adventure games ............................. 192
Figure 33 Language learning in multiplayer adventure games ............................... 194
Figure 34 Language learning in single-player role-playing games ......................... 196
Figure 35 Language learning in multiplayer role-playing games ........................... 198
Figure 36 Language learning in single-player strategy games ................................ 200
Figure 37 Language learning in multiplayer strategy games .................................. 202
Figure 38 Language learning in single-player simulation games ............................ 204
Figure 39 Language learning in multiplayer simulation games .............................. 206
Figure 40 Optimal Game Mode and Genre Combinations for Learning and
Practicing Target Language Knowledge and Skills ................................................. 208
1
CHAPTER I
INTRODUCTION
1.0. Presentation
In this chapter, the theoretical background of computer games and language
learning is outlined and the rationale for the research study is put forward. Firstly,
language learning theories associated with computer games and language learning are
presented via conceptual and empirical findings in the literature. Following this, the
need for the investigation of the potential effects of game modes and genres on
computer games and language learning is argued with the gap in the literature and the
importance of investigating this issue. Finally, the research questions that formed the
basis of the research study are presented.
1.1. Theoretical Background
Game-based language learning is as old as Computer Assisted Language
Learning (CALL) itself. One of the earliest systematic applications of CALL is
traditionally regarded as PLATO (Programmed Logic/Learning for Automated
Teaching Operations), which was founded in the University of Illinois in 1959 to teach
different subject areas including languages (Beatty, 2010, p. 20). Computer games that
were developed for the purpose of language learning and teaching were included in
PLATO system (Peterson, 2013, p. 61). Ever since the 1950s, serious games (games
that are specifically designed for learning) and commercial games (games that are
designed primarily for entertainment purposes) have been utilized for learning and
teaching languages. As a natural consequence of the tendency of students and teachers
to use computer games for learning and teaching languages, these games have also
been a point of inquiry among researchers interested in CALL.
2
A significant point of inquiry of the academic investigations in computer games
and language learning has been its theoretical rationale. Peterson (2013) points out the
studies of García-Carbonell et al. (2001), Thorne et al. (2009), and Zhao and Lai (2009)
in the identification of the theoretical background of computer games and language
learning (pp. 55-60). These researchers evaluated the characteristics of computer
games and provided explanations on how these characteristics could be beneficial for
language learning based on theories of gaming, learning, and language learning,
relating to concepts such as input and monitor (Krashen, 1982; Krashen, 1985),
interaction and negotiation of meaning (Long, 1981; Long, 1985), and output (Swain,
1993). Garcia-Carbonell et al.’s study was an overall evaluation of computer games
and simulations in the development of communicative competence in a second
language. The researchers argue for the language learning benefits of computer games
from the perspective of cognitive and interactionist approaches to SLA. The
negotiation of meaning during in-game tasks and the development of communicative
competence with the use of language skills in simulations and computer games were
emphasized in terms of their benefits for language learning. In addition to these,
exposure to comprehensible input, learner-centeredness, and a decrease in affective
factors with increased motivation were also underlined as factors that facilitate
language learning through simulations and computer games.
Unlike Garcia-Carbonell et al. (2001), the studies of Thorne et al. (2009), and
Zhao and Lai (2009) specifically targeted MMO (Massively Multiplayer Online)
games and MMORPGs (Massively Multiplayer Online Role-playing Games)
respectively. Thorne et al. evaluated the benefits of MMO games from the perspectives
of language socialization theory and situated learning theory. They argue that the
opportunities for language use and communication as a result of the inevitable
collaboration among players in these games facilitate language socialization. In
addition, they also highlight the goal-oriented nature and meaningfulness of these
communicative activities between players as contributing factors for language
learning. Zhao and Lai dwelled on the benefits of MMORPGs in foreign language
learning from the viewpoint of cognitive and sociocultural approaches to second
language acquisition (SLA). They hold that opportunities for receiving target language
input through in-game elements and meaningful conversational interactions with other
players including native speakers of English are valuable for learning language and
culture. Furthermore, they argue that MMORPGs increase learner motivation by
3
incorporating learning language and culture, and decrease the anxiety of learners by
creating an environment where they can overcome the inhibition of using the language
in front of their peers, which eventually reduces their affective filter. Even though the
studies of Thorne et al., and Zhao and Lai focus specifically on MMO games and
MMORPGs, most of the implications in these studies are also applicable to other
computer game genres.
Another theory evaluated within the scope of computer games and language
learning is involvement load hypothesis. Cornillie et al. (2010) discussed the
implications of the involvement load hypothesis by Laufer and Hulstijn (2001) in their
study which dwelt on the role of role-playing games (RPGs). The involvement load
hypothesis advocates for increased retention of acquired vocabulary items in case the
involvement stimulated by the task is high based on the need for a specific vocabulary
item for the completion of the task, the search for the vocabulary item through various
means, and the evaluation of the vocabulary item with other items. Cheung and
Harrison’s (1992) study is provided in the paper as an example of the involvement
factor of need in that the retention of vocabulary items may be higher if their
significance for the completion of the task is high, as well. The studies of Miller and
Hegelheimer (2006) and Ranalli (2008) are put forward as investigations that can be
regarded within the view of the involvement factor of search based on the
concentration of learners on specific vocabulary items and the inquiry of these. An
example of the involvement factor of evaluation is given through the study of Neville
et al. (2009) on the basis of detailed descriptions of items or events in RPGs, which
require learners to evaluate and find vocabulary items that are appropriate for the
situation for the story to proceed.
The theory of affordances has also been associated with computer games and
language learning. In their review, Reinhardt and Thorne (2020) associate digital
games and language learning with affordances theory, by underlining a recent interest
among researchers to employ the ecological concept of affordance by Gibson (1979)
in trying to understand the possibilities of learning in gaming environments. The study
is centered around eight main game-based affordances for language learning. The first
affordance is the involvement of gamer learners in contextualized linguistic
environments in which they are exposed to target language items in interactional
settings. Secondly, the affordance of time and iterative play is underlined, considering
the opportunity of adjusting the normal progression of time and repeatability of the
4
tasks in digital games. Thirdly, the affordance of games in providing gamer language
learners a self-contained environment of doing practice in a target language by
concealing their identities, which may increase the amount of risk-taking and decrease
the potential negative effects of anxiety, is pointed out. The fourth affordance is related
to the meaningful use of language in digital games in pursuit of a specific goal and the
opportunity to receive feedback through in-game elements and conversations. The fifth
affordance dwelt on the opportunities provided by digital games in interacting with
others to realize common goals through languaging and coordination. The sixth
affordance is related to the development of identity performance, which is regarded as
an integral part of L2 learning, through accommodation and incorporation of different
perspectives, cultures, and understandings. The seventh affordance is specific to
mobile digital games, specifically the convenience provided by them in choosing when
and where to play games, and the contextual richness offered by them through features
such as augmented reality. The final affordance is the opportunities provided by digital
games in having free and independent practicing of an L2 outside the scope of formal
teaching, which is the case of millions of gamers all over the world.
The affordances theory was not the only theoretical consideration of digital
games and language learning in the review of Reinhardt and Thorne (2020). They also
evaluated the implications of game-based language learning in the light of major
approaches to SLA. In the review, features of digital games such as repeated exposure
to a target language, reinforcement, and feedback were associated with the principles
of a structural view of SLA, a behaviorist approach which primes the role of repetitive
practice in the acquisition of second languages. Elements like comprehensible input,
meaningful language use, and negotiation of meaning through interactions were
related to cognitive approaches to SLA, which highlight the role of cognitive processes
in the acquisition of languages. Finally, opportunities provided by games in being
involved with online communication, collaboration, and participation in communities
were linked with the sociocultural view of SLA, which point out the role of the role of
social relations and interactions in the acquisition of languages.
Zone of proximal development is another theory associated with computer
games and language learning. Reviewing the gaming and language learning literature,
Hansen (2018) related some language learning activities taking place in computer
game environments to Vygotsky’s zone of proximal development, which is defined as
what a learner can learn through guidance. The study indicates that the source of
5
guidance in language learning is usually regarded as a teacher or a more educated
person. However, the researcher argues that a number of elements in a game
environment can provide a similar guidance for the zone of proximal development to
occur. Focusing on World of Warcraft, the instructions provided to players and the
interactions carried out within game through often simplified texts, and the opportunity
of players to be engaged with such content as many times as needed for a satisfactory
level of comprehension based on their language proficiency are highlighted as
facilitators of zone of proximal development for language learners.
Besides the theoretical justification of computer games and language learning,
researchers have also been interested in the empirical investigation of the hypothesized
benefits of computer games in language learning. Several studies have been carried
out in this regard to find out whether computer games are beneficial for improving
target language knowledge and skills. For example, computer games were empirically
investigated and found beneficial for learning vocabulary in the studies of Palmberg
(1988), Miller and Hegelheimer (2006), Rankin et al. (2009), Bakar and Nosratirad
(2013), Huang and Yang (2014), Franciosi (2017), Chen et al. (2020), and Rahman
and Angraeni (2020). Similarly, it was found in the studies of Miller and Hegelheimer
(2006), and Turgut and İrgin (2009) that computer games were beneficial for learning
target language grammar, as well. Along with these, studies that were conducted by
Rankin et al. (2009), De Wilde and Eyckmans (2017), Shahrokni et al. (2020), and
Yang and Chen (2020) can be exemplified for the advantages for developing target
language skills in computer games.
The exposure to English in computer games has been uncovered in a number
of recent studies dwelling on the role digital technology in language learning. In a
study investigating the digital practices of English learners, Dincer (2020) found out
that online games provided significant benefits for Turkish learners in terms of
learning target language grammar and practicing language skills. The chances of
communicating with other English speakers and learning new language structures in
these games were highlighted as the benefits of computer games for language learning.
A review of studies on technology-enhanced language learning by Shadiev and Yang
(2020) also uncovered the role of computer games in language learning. In fact, digital
games were found to be the most frequently used technology by language learners,
along with online videos. The researchers highlighted the potential use of computer
games through in-class activities and as part of out-of-class activities for the purpose
6
of language learning. Similar findings were also evident in the study of Li and Lan
(2021). The researchers underlined the potential of computer games in improving
language learners’ motivation and having interaction with English speakers by also
noting the need for further studies for increasing the outcome of using games for the
purpose of language learning.
1.2. Operational Concepts Related to English Language Learning within
the Present Study
It is important to understand some key concepts within the scope of the present
study in relation with computer games and language learning. Studies on computer
games and language learning mostly focus on learning target language knowledge, the
learning of vocabulary and/or grammar in computer games in a second or foreign
language, and practicing target language skills, using the four main language skills
(reading, listening, writing and speaking) in a second or foreign language. There are
different definitions and explanations in the field of language learning as to what
learning target language knowledge and practicing target language skills entails.
However, there are certain definitions that can guide us through the meaning of these
expressions. Firstly, target language knowledge and skills as distinct language learning
outcomes are stated in several studies such as the ones by Hall (2010) and Read and
Barcena (2021). The term target language is often associated with vocabulary
knowledge and grammar knowledge as in the study of Kim and Cho (2015) whereas
target language skills are associated with the four main skills, namely reading,
listening, writing and speaking as in the study of Atkinson and Díaz (2000).
Hatch and Brown (1995) put forward a process of vocabulary learning which
involves having sources for encountering new words, getting a clear image of words,
learning the meaning of words, making memory connections between form and
meaning, and using words. According to Nation (2001) vocabulary learning entails
knowing the spoken and written forms along with word parts; forms and meanings,
concepts and referents, and associations of the word; and grammatical functions,
collocations, and constraints of use of a specific word. Ishikawa (2018) defines
grammar learning as “acquiring the abilities to process as well as to produce the target
construction more accurately” (p. 52). The learning of vocabulary and vocabulary can
occur implicitly through natural repeated exposure, as in the form of incidental
7
learning via meaning focused communicative activities, or can be taught explicitly
through instruction (Ma & Kelly, 2006). Learning target language knowledge is
among core language learning outcomes, thus playing an important role in target
language development (Hall, 2010).
Target language skills, on the other hand, are regarded as the four main skills
of a language, namely reading, listening, writing, and speaking. Language practice is
defined by Tollefson (1999) as how a language is used by a speaker when the freedom
to use a language is provided to the speaker from a variety of languages. Elizawati et
al. (2018) define language skills as a person's ability to use language in writing,
reading, listening, or speaking (p. 38). Kholiq (2020), on another hand, defines
language skills as a person's ability to use their language competencies(p. 176).
Similar to learning target language knowledge, practicing language skills plays an
important role in target language learning and development (McCabe & Meller, 2004;
Kraemer et al., 2009; Gruber & Kaplan-Rakowski, 2022).
Considering the definitions for target language knowledge and skills, and what
the learning and practicing of these knowledge and skills entails in the literature along
with the scope and aims of this research, the concepts for target language knowledge
and skills are regarded as the following in the study. Target language refers to a
language that is aimed to be learned as a second or a foreign language, such as English
as in the case within this study. Target language knowledge involves vocabulary
knowledge and grammar knowledge. Vocabulary knowledge refers to knowing
spelling, the pronunciation, and the meaning of target language vocabulary items.
Similarly, grammar knowledge refers to knowing the spelling, the pronunciation, and
the meaning of target language grammatical structures. The learning of vocabulary
items and grammar structures can take place implicitly via natural exposure or
explicitly via looking up encountered items and structures. Target language skills
include reading, listening, writing, and speaking. Practicing these skills refers to using
these skills to understand target language input or to communicate with other speakers
of the target language by creating target language output. Considering the theoretical
background of computer games through cognitive and sociocultural approaches to
second language acquisition and the empirical studies in the literature, learning target
language knowledge and practicing target language skills in different computer game
8
modes and genres are expected to contribute to the target language learning and
development of gamer language learners.
1.3. The Need for the Study
According to Newzoo (2020), there were 2.7 billion gamers worldwide in
2020. In Turkey, the number of gamers was stated as over 30 million as of 2018
(Gaming in Turkey, 2018). An overwhelming majority of these gamers worldwide are
non-native speakers of English, including the gamers in Turkey. Considering the fact
that most computer games have an English interface and most of the written and oral
communications in online games played on international servers are in English, these
non-native speakers are frequently exposed to English, and they are often expected to
communicate with other players in English. As a result, computer games possess a
valuable potential for the improvement of target language knowledge and skills of
numerous English learners all over the world.
Computer games have different genres and modes. Genre relates to how
computer games are classified according to their characteristics, and mode refers to
whether the game is played as single-player or multiplayer. There is not a universal
agreement as to the genre-related categorization of computer games and the lines
among the genres are not always clear-cut. In addition, although there is a dominant
genre for most computer games, games may fall under the category of multiple genres,
as well. Apperley (2008) grouped computer games under the genres of simulation,
strategy, action and role-playing. The genres included in Sherry and Pacheco’s (2006)
study were shooters; puzzle, arcade, card and dice game; fantasy, role-playing and
adventure; quiz and trivia; and sports and simulation. The main video game genres that
were included in a Wikipedia article were action, action-adventure, adventure, role-
playing, simulation, strategy, sports and MMOs (List of video game genres, 2021). As
to the preference of gamers towards these genres, a survey by Statista (2019)
conducted with 44.160 casual gamers aged 16-64 indicated that the %75 of the
participants played action games, %67 played cooperative/multiplayer games, %47
played casual games, %45 played strategy games, %45 played role-playing games and
%39 played sports games. A survey conducted by Opera (2020) on gaming habits of
more than 190.000 participants indicated that the most commonly preferred genres by
female gamers were adventure (61%), role-playing (56%), action (42%), MMORPG
9
(40%) and strategy (31%), and the most commonly preferred genres by male gamers
were shooters (65%), action (52%), adventure (52%), and role-playing (45%).
Considering their scope and prevalence, the genres that were included as part of the
present study were action, adventure, role-playing, strategy, and simulation. Other
genres were not involved either because they were regarded as a subgenre to one of
the aforementioned genres, or they were not so prevalent.
Action games are characterized by the use of physical capabilities such as
demonstrating quick response times and displaying a satisfactory level of hand-eye
coordination in an effort to complete in-game objectives. Action game players are
often required to complete certain levels or achieve a specific goal by eliminating
opponents by using their reflexes in fast-paced scenarios. Some notable subgenres of
action games include shooter games and fighting games. A single character is usually
controlled by players in action games. This character commonly has specific powers
and abilities. Single-player action games generally require players to overcome in-
game elements to complete levels. On the other hand, multiplayer online action games
tend to involve teams competing against each other and they require teammates to
communicate among themselves to defeat the opposing team. Some popular action
games include Counter Strike, Doom, Call of Duty, PUBG, Fortnite, Valorant, Grand
Theft Auto V, Red Dead Redemption II, Batman: Arkham Knight, Super Smash Bros.
Ultimate, and Street Fighter V.
Adventure games offer players an opportunity to set out on an adventurous
journey through the lens of the protagonist. The genre is characterized by exploration
and problem-solving. In adventure games, players often control a protagonist on a
quest to achieve a specific goal. During this journey, the player is expected to explore
the environment and solve puzzles to proceed in the storyline. Adventure games tend
to involve dialogues with NPCs that guide the player through the objectives that need
to be completed. The problem-solving mechanics often depend on such conversations
or visual cues. In contrast with the other genres, the 2D game engine is still widely
preferred in adventure games. In addition to popular 3D adventure games, a number
of 2D adventure games manage to attract a substantial number of players every year.
Some notable adventure games are The Walking Dead, Terraria, Welcome to Elk, The
Curse of the Monkey Island, The Wolf Among Us, The Longest Journey, Grim
Fandango, Primordia and Tales of the Neon Sea.
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In role-playing games, players are expected to take the role of a character to
commonly follow a storyline of quests. Role-playing games are typically set in
fictitious scenarios and settings or fantasy worlds. These games can have a linear
design where the players need to follow a predetermined storyline, or they can have
an open-world design in which the player is free to explore and follow multiple
storylines simultaneously. The decisions that the player makes while playing the game
usually has an important impact on the outcome of the game in these games. Character
development is another important feature. Characters tend to acquire new skills and
items as they level up throughout the story, and more information is gathered about
the character as the story progresses. In single-player role-playing games, players are
often required to read and listen to quests that are typically given to the player by non-
playable characters (NPCs). In multiplayer role-playing games such as MMORPGs,
players also communicate with other players by writing and speaking in addition to
following the questline. Some notable role-playing games are The Witcher 3: the Wild
Hunt, The Elder Scrolls V: Skyrim, Dark Souls, World of Warcraft and EverQuest.
Strategy games typically include scenarios in which a player controls a large
number of characters, units, buildings and similar elements to achieve in-game
objectives. These objectives can involve eliminating opponents or completing
particular levels. Strategy games commonly involve some type of warfare which
requires the player to manage resources to produce units and use these units to ensure
victory. Another usual characteristic in strategy games is racing against time. Players
that are good at time management in building infrastructure, creating units and
developing strategies have a greater chance of having success at strategy games. In
strategy games, players generally have an aerial point of view. In addition to managing
the time, units, and resources, controlling the map by frequent explorations through
units is also crucial. Strategy games can turn-based or real-time. Some popular strategy
games include Age of Empires II, Total War Series, Warcraft III, League of Legends,
Defense of the Ancients, Heroes of the Storm, and Sid Meier's Civilization VI.
Simulation games aim at creating a model various real-life situations or
activities. In contrast with the previous genres where the fictitious scenarios are
dominant, simulation games are most often based on real-life scenarios. Whereas the
previous genres are more oriented on completing objectives or achieving victory,
simulation games take its focus as providing players the opportunity to experience an
activity as closely as it actually is in real life. In addition to being designed and played
11
for the purpose of entertainment, simulation games can be designed and played for
training in a specific area, as well. A number of scenarios such as sports, racing, city-
building, aviation, and daily life can be the focus of simulation games. Some prominent
examples of simulation games include FIFA 21, The Sims 4, Euro Track Simulator 2,
Microsoft Flight Simulator, PES 21, Farming Simulator 19, SimCity, Kerbal Space
Program, and NBA 2K21.
Most computer games can be played in single-player and multi-player game
modes. The single-player mode is most often played offline. In this game mode, the
interaction is often with in-game characters and the environment. Players rely on
themselves to complete objectives or to defeat artificial intelligence. The multiplayer
game mode, on the other hand, involves other players in addition to the individual
player. In multiplayer games, players are typically teamed up with other players in a
pre-determined or random manner, and they compete against similarly created teams,
which is called a Player versus Player (PvP) format. However, not all multiplayer
games include team-based competition. Some multiplayer games have a format of
Player versus Environment (PvE) in which all the players compete against the
environment together. Although the multiplayer game mode can be played on a local
network, the vast majority of multiplayer games are played online. In addition to the
player interacting with in-game characters and the environment, multiplayer games
tend to involve written and oral communication among the players.
Due to their characteristic differences, computer game genres and modes
involve diverse ways of getting exposed to or using the target language. For example,
whereas a single-player role-playing game may often require players to read and listen
to quests to be completed as part of the game, an online adventure game may
necessitate players to listen to and speak to their teammates to increase the likelihood
of winning. Consequently, the exposure to language and the opportunities for language
practice might differ considerably during gaming sessions. There have been some
research studies that have focused on potential differences in different game modes
and genres in terms of language learning in computer games. In their study, Reinhardt
and Thorne (2020) argued that some genres including simulation, adventure, and turn-
based strategy games that allow learners to take their time interacting with in-game
language content at their own pace by also allowing them the opportunity to use
captions are more optimal for language learning than others. They called for large-
scale mixed-methods research studies to investigate language use and language
12
learning in digital games from multiple perspectives including an evaluation of the
issue across the genres, by building on an earlier call by Sykes and Reinhardt (2012).
A relatively more-detailed evaluation of game types and genres in computer
games and language learning was done by Yudintseva (2015) through an evaluation
of studies in literature. One important identification in the study is a potential challenge
that MMORPGs, adventure, and rhythm games can pose to lower-level language
learners, who might find the content in these games too loaded to deal with. Another
point about genres in the study is a comparison about the exposure to vocabulary. It is
stated that some games with the genres of role-playing, sport, shooter, and strategy
have field-specific terminology whereas in daily-life simulations there is usually
exposure to some of the most frequent words in English. In addition, genres were
compared with regard to their influence on target language skills. For example, the
study indicates that sports and adventure genres are more beneficial to reading and
listening than writing and speaking, and first-person shooters do not display an
important level of development in listening. The researcher further suggests that the
effects of genre on language learning might be at an individual level, depending on the
characteristics of a learner in terms of gender, proficiency, and experience in gaming.
Despite some covering, the potential impact of game modes and genres on
computer games and language learning has largely been understudied throughout the
years. The present study aimed to fill this gap by uncovering the impact of genres and
modes of computer games on learning English as a foreign language from the
perspective of gamer learners of English. Overall, it intends to find out about the
following points. First of all, it seeks to find out whether there is a significant
difference between single-player and multiplayer game modes of computer games in
terms of the perceived frequency of learning and practicing English. Secondly,
potential statistical differences among action, adventure, role-playing, strategy, and
simulation genres in terms of the perceived frequency of learning target language and
skills were expected to be revealed. The third aim was to find out about the potential
statistical differences among these genres in terms of the perceived frequency of
learning and practicing target language knowledge and skills. The fourth aim of the
study was to uncover how language learning and practicing activities take place in
different computer game modes and genres. Finally, the study aimed to reveal the
opinions of gamer EFL learners in learning and practicing English in different
computer game modes and genres.
13
1.4. Significance of the Study
Scientific literature shows that computer games are valuable sources and
environments for language learning. Countless people from all over the world spend
substantial amounts of time on computer games readily. Most of these people are non-
native English speakers and they benefit from computer games in terms of language
learning knowingly or unknowingly. An increasing number of studies on computer
games and language learning aim to provide a deeper understanding of this process.
The present research study aimed to contribute to the scientific literature on computer
games and language learning by uncovering the potential effects of computer game
modes and genres on computer games and language learning. By doing so, it targeted
at enabling a more profound understanding of what potential differences exist across
and within different computer game modes and genres with regard to language
learning through the perceptions and opinions of gamer learners of English. This, in
turn, can provide valuable implications for anyone related to computer games and
language learning such as gamer learners of English, teachers of English, academicians
interested in computer games and language learning, and computer game creators.
First of all, considering the fact that the study aims to examine the opinions of
gamer English learners on the effectiveness of computer game modes and genres in
learning target language knowledge and skills comprehensively, the findings of the
study offer profound perspectives into the theoretical background of computer games
and language learning. The identification of whether computer game modes and genres
have a significant impact on learning target language knowledge and improving target
language skills can contribute to the literature both in terms of interpreting the existing
body of research more effectively and by providing additional directions for further
research in computer games and language learning. From a quantitative perspective,
the outcome of the existing studies with regard to whether computer games are
significantly effective in developing specific target language knowledge and skills and
not significantly effective in developing others can be interpreted more profoundly
based on the quantitative findings of the present study. The qualitative findings, on the
other hand, can help researchers have further insights into why specific computer game
modes and genres are effective or not effective in helping learners improve their target
language skills. The identification of these issues can lead to areas of further research
14
in which more information can be gathered on the use of computer games in learning
a foreign language.
From a more practical point of view, the findings of the study present insights
for language learners who play computer games regularly. For example, the
identification of whether specific target language knowledge and skill types are
learned or practiced better through a particular mode or genre, whether some target
language knowledge and skill types in a specific computer game mode or genre can be
practiced more frequently compared to others, and what the advantages and
disadvantages of specific computer game genres are in terms of language learning may
increase the language learning benefits learners get from computer games. Getting
more information about the aforementioned issues can also help teachers guide their
students to get more benefits from computer games in terms of language learning and
teaching. Based on any potential differences among computer game modes and genres
with regard to the learning of specific knowledge and skills, language teachers can
guide their gamer learners to play specific modes and genres based on their needs. For
example, relying on a potential outcome in which reading skill is improved
significantly more in a specific computer game genre compared to others, then teachers
can guide students interested in playing computer games and having problems with
target language reading to play games in that genre.
In addition to offering information about potential differences among computer
games with regard to the development of target language knowledge and skills, the
present study can also help learners and teachers identify the target language
knowledge and skill types that specific game modes and genres can contribute the most
and the least. This can aid us in uncovering the knowledge and skill types that are most
likely to be practiced and ignored by players of specific genres and thus guide students
accordingly in order to avoid an unbalanced development of target language skills as
much as possible. For instance, based on a potential outcome in which that a specific
game mode or genre combination is significantly more beneficial for improving
reading and listening skills than writing and speaking, then learners who play these
games regularly can be advised to be engaged in additional activities that can increase
their chances of improving writing and speaking skills in order not to overlook their
development in these skills.
The findings of the present study provide implications for game development,
as well. By uncovering the potential differences and indifferences among and within
15
computer game modes and genres with regard to the development of target language
knowledge and skills, the findings can have implications for game developers in terms
of which areas of language learning specific game modes and genres are potentially
stronger or weaker at. This would be quite meaningful considering the fact that the
vast majority of the gamers all over the world are non-native speakers of English and
a great many of those have hopes of improving their English knowledge and skills
while playing computer games. Knowing about the pros and cons of game modes and
genres in learning target language knowledge and improving target language skills,
game developers can provide additional features of language support and opportunities
for language exposure and practice in areas where the chances of exposure and practice
are limited in a specific game mode or genre. As an example, depending on a potential
outcome in which a certain genre is significantly less effective in vocabulary learning
compared to other areas of language development, game developers designing
adventure games can be urged to come up with additional features supplemented or
integrated into these games in order to compensate such a disadvantage.
1.5. Research Questions
The following research questions were employed in the study:
1) Is there a significant difference between single-player and multiplayer
computer game modes with regard to the participating gamer learners’ perceived:
(a) learning of target language vocabulary items?
(b) learning of target language grammar structures?
(c) practicing of target language reading?
(d) practicing of target language listening?
(e) practicing of target language writing?
(f) practicing of target language speaking?
2) Is there a significant difference among action, adventure, role-playing,
strategy, and simulation genres with regard to the participating gamer learners’
perceived:
(a) learning of target language vocabulary items?
(b) learning of language grammar structures?
(c) practicing of target language reading?
(d) practicing of target language listening?
16
(e) practicing of target language writing?
(f) practicing of target language speaking?
3) Is there a significant difference with regard to the participating gamer
learners’ perceived learning of target language knowledge and practicing of target
language skills within the genre of:
(a) action?
(b) adventure?
(c) role-playing?
(d) strategy?
(e) simulation?
4) What kind of language learning and practicing activities take place in
different computer game modes and genres?
5) What are opinions of participating gamer language learners in terms of
language learning in different game modes and genres?
17
CHAPTER II
LITERATURE REVIEW
2.0. Presentation
This section includes a review of literature on computer assisted language
learning and computer games and language learning. Firstly, it provides a brief
background for the development of computer assisted language learning, and then it
continues with the emergence and development of computer games and language
learning research alongside the main research area. It provides a review of notable
studies conducted on learning target language knowledge and practicing target
language skills via commercial computer games with different game modes and
genres.
2.1. Computer Assisted Language Learning
The origins of CALL can be dated back to the 1950s. One of the first
applications of computer assisted language learning was PLATO, which was
developed by the University of Illinois in 1959 to teach languages through grammar
translation approach. The increasing accessibility of the computers in the following
years led to the development of further CALL programs, from likeminded
perspectives. The early period of CALL was characterized by the utilization of
computers at research facilities for learning languages, which was subject to several
limitations regarding accessibility, cost, and time allocations (Beatty, 2010, p. 19).
This trend, which was termed as Behaviorist CALL by Warschauer (1996), continued
until the 1980s.
In an early study, Rosenbaum (1969) wrote a paper on the use of computers for
learning and testing languages. He stated that computer-based systems had
considerable potential in that they could offer increased practice opportunities for
18
students compared to traditional learning and teaching. Arguing against focusing only
on the utilization of a computer, the author highlighted the importance of blending the
important instruction principles of classroom-instruction and computer-based
instruction to create a learning environment that includes suitable content, a system
that can enable students to carry out learning tasks, and a monitoring system that can
structure assign tasks to the students on an individual basis.
In their paper, Serwer and Stolurow (1970) explained the instructional project
of an interactive instructional system in language arts, which was an initial stage for a
larger project called ORACLE (Operationally Relevant Activities for Children’s
Language Experiences). The aim of the project was to create a personalized language
arts instructional program which would enable students to get instruction in
accordance with his/her own personal needs, and to be engaged in different types of
interactions with computer aided instruction. Observations during the development of
the project revealed that students had higher reading achievement scores online, visual
discrimination and reading scores had a promising correlation and, a problem in the
identification of what students understand and what they do not understand. The
authors concluded that, despite the need for further studies, the applications were a
step further towards a student and teacher friendly computer-based language program.
Touching upon some usual applications of computer assisted language
instruction, Kalbouss (1973) suggested an integrating approach that blends computer-
based exercises with conventional exercises in teaching Russian. He claimed that
computer-based programs could help teachers in supervising repetitive tasks such as
vocabulary drills and grammar exercises, by guiding students through these activities.
In addition, the researcher stated that computers could also help teachers in preparing
materials and assessing the learning outcome of students. Furthermore, the researcher
highlighted the possibility of decreasing the amount of time spent by learners on trying
to find words in dictionaries by listing the target vocabulary items of a text in a
consecutive-cumulative order.
Clausing and Wood (1974) argued that students needed to internalize certain
grammar rules and vocabulary items, however, this internalization could only be
carried out by students themselves. The researchers made use of computers in
providing grammar and vocabulary explanations to students rather than teaching
students grammar and vocabulary in a traditional classroom. It was found that the
19
students receiving instruction via computers performed better or at the same level as
the students than students who received instruction in the classroom.
One of the earliest studies on CALL is by Atkinson (1972), who conducted a
study on computer-based learning of second language vocabulary items and proposed
four optimization strategies for the improvement of second language vocabulary
learning. By collecting data from 120 students who were randomly assigned to four
different groups, the researchers found that the strategy that took the difficulty of items
into consideration resulted in the highest likelihood of giving a correct answer while
random distribution of items led to the lowest performance. The strategy that gave the
students the opportunity to order the items themselves had the second highest potential
correct answer ratio whereas the strategy that presumed equal difficulty among the
items had a slightly lower potential correct answer outcome than the student-centered
one.
With the rise of communicative language learning and teaching, behavioristic
CALL started to lose its prominence to communicative CALL towards the 1980s.
Underwood (1984) defined the assumptions of communicative CALL as focusing on
using forms rather than the forms themselves, providing implicit grammar instead of
explicit grammar, creating authentic utterances as opposed to prefabricated ones,
considering communicative competence more than structural accuracy, guiding
students by giving clues rather than telling that they are wrong, regarding the
achievement of a task as a sufficient reward in contrast with giving compliments,
providing authentic responses to the students rather than pretended ones, utilizing the
target language rather than the native language of students, allowing for flexible
responses rather than fixed answers, providing opportunities for the discovery of the
topic instead of a strict leading, allowing for natural communication between students
in addition to the communication between students and computers, doing more than
what an average textbook can do as opposed to just being an electronic copy of a
textbook, and being enjoyable (pp. 52-54).
In the 1980s, which may be regarded as a transition period from behaviorist
CALL to communicative CALL, some research studies involved both behaviorist and
communicative elements. In their study, Chapelle and Jamieson (1986) examined the
efficiency of CALL, through PLATO, in the acquisition of English by collecting data
from Arabic and Spanish students of English as a second language by analyzing
student factors and cognitive/affective factors in addition to the English proficiency
20
development of the participants. The researchers calculated the amount of time
students spent on using PLATO via the system and the attitudes of the students towards
using CALL through a questionnaire. Additionally, the field dependence and
independence, ambiguity tolerance, motivational intensity, and English class anxiety
of the students were assessed via tests and scales. Finally, the researchers evaluated
the proficiency levels of the participants through TOEFL and a communicative
competence test at the beginning and at the end of the semester. The findings indicated
that the utilization of CALL and the amount of time spent on CALL was not a
significant predictor of target language proficiency development when
cognitive/affective factors were taken into consideration. It was also found that the use
of CALL might be useful for some students and not for some others based on their
cognitive/affective traits. Therefore, it was concluded that several factors need to be
considered while analyzing the effectiveness of CALL in acquiring a target language,
and the characteristics of students should be taken into account in order to match
students with appropriate instruction types.
Ng and Olivier (1987) conducted a study to investigate the areas of language
learning that computers can help develop, the roles of computers in language learning,
and possible positive ways of incorporating the use of computers in lessons. The
researchers gathered data by collecting information from articles on CALL, and by
conducting a questionnaire with people in CALL projects. The researchers suggested
grounding CALL materials on a theoretical basis of language learning, increasing
opportunities for practice through activities such as drills and exercises, discovering a
variety of strategies and roles such as the use of simulations to enhance group learning
and authentic use of language, and integrating CALL materials into the classroom,
curriculum, other computerized materials and non-computerized materials, and the
language program to increase the effectiveness to increase the effectiveness of CALL.
In her study, Van der Linden (1993) pointed out two different approaches to
CALL. Some designers of educational software were creating sophisticated computer
programs with open-ended characters that provide learners a substantial amount of
freedom to make use of authentic environments to foster language learning. Other
designers were creating traditional CALL software that were focusing on traditional
drills and practice techniques which required learners to study within a restricted
framework by concentrating on the correct use of vocabulary and grammar by using
feedback. The researcher conducted the study to investigate the effectiveness of
21
feedback in CALL by collecting data from learners using a CALL program for French
grammar via log files and interviews. The findings indicated two main approaches to
feedback, optimal use of feedback in which students receive a significant amount of
feedback and drill-like use of feedback in which students seemingly ignored the
feedback provided. The optimal strategy resulted in better retention compared to the
drill-like strategy. The researcher also concluded that more concise and precise
feedback was preferred by learners in comparison with longer feedback.
1990s marked the beginning of a period which was characterized by integrative
approaches to CALL with the increasing use of hypermedia and multimedia.
Warschauer (1996) states that multimedia, which also entails hypermedia, provides
resources that are connected together, which provides students to utilize them on their
own easily. Additionally, Warschauer argues that hypermedia offers several benefits
for language learning such as creating a more authentic environment in which sight
and hearing senses are used in a real-like setting, integration of target language skills
so that they can be used together, fostering learner autonomy by giving them more
control over their own learning process, and putting the primary emphasis on content.
One example to the use of hypermedia in language learning can be the study of
Liu and Reed (1995), who undertook a research study to inquire into the effects of
using hypermedia in learning English. The researchers collected data from 63 students
from different countries through a vocabulary achievement test, computer anxiety
questionnaire, and a computer attitude scale before and after a language learning
period of four weeks via hypermedia resources. The results of the study demonstrated
that the vocabulary achievement scores of the participants increased significantly from
the pre-test to the post-test, and the students increased their skills in using target words
correctly. The findings further revealed that the computer anxiety of the participants
decreased and their attitudes towards using a computer became significantly more
positive. Finally, the results indicated that learning styles of the participants did not
have a significant influence on the achievement scores of the participants.
Similar studies were conducted on the use of multimedia in language learning,
as well. For example, Chun and Plass (1996) conducted a research study to investigate
the effectiveness multimedia tools in acquiring foreign language vocabulary items.
The researchers used several annotation techniques for teaching and testing vocabulary
items such as using pictures and text, videos and text, and only text. The findings of
the study revealed that annotating vocabulary items with text and pictures resulted in
22
a significantly greater outcome compared to using video and text, and only text. The
researchers highlighted the importance of testing students according to what is taught.
Therefore, they concluded that testing of students should also include multimedia
components rather than solely involving text-based questions, considering the fact that
the vocabulary items were taught to students through texts, pictures, and videos,
In another study, Plass (1998) probed into the existing approaches to
developing a user interface for multimedia software in language learning with their
advantages and disadvantages, and stated that the existing approaches were either very
practical due to not being founded on learning theories, or they were excessively
complicated to be utilized. Incorporating linguistic and pragmatic capabilities, the
researcher came up with a hybrid model for developing an interface for foreign
language multimedia software, which connects cognitive and engineering methods to
create a language learning tool that provides more autonomy for users. In addition to
the design of user interface in language learning software, the model also provides a
basis for the evaluation of similar software.
Considering the studies conducted in the 20
th
century, it can be stated that 20
th
century CALL mostly involved the use of materials specifically designed for language
learning in school settings. On the other hand, 21
st
century CALL is characterized by
the incorporation of portable and non-portable computing devices into everyday life
(Beatty, 2010). Computers and mobile phones have become more prevalent than ever,
and access to the Internet has increased dramatically during the last two decades. In
addition to instructional software, authentic materials such as social networks, movies,
TV series, and computer games started to be used more commonly for learning
languages and developing language skills. Therefore, building upon the previous
studies conducted until the end of the 20
th
century, 21
st
century CALL researchers
tended to investigate the effects of using online tools in computers and mobile phones
on learning languages.
In an effort to find out about the motivation and attitudes of learners towards
learning foreign languages (Spanish and French) via online courses, Ushida (2005)
implemented a mixed-methods study. The researcher collected data from students,
teachers, and learning assistants through questionnaires, observations, and interviews.
Findings of the study indicated that students were anxious about having an online
course at the start, but they showed positive attitudes in the online course. The findings
further demonstrated that online learning provided several advantages for learners
23
such as adjusting the pace of the course according to their own learning progress.
However, some students who could not manage their learning reasonably were not
able to benefit from these opportunities. Additionally, it was found that teachers had a
crucial impact on the motivation and attitudes of learners with regard to online learning
by adjusting the learning environment, making decisions, designing and executing
activities, and providing instructions.
With the rise of mobile computing devices such as smart phones and tablets,
which can carry out many of the tasks conducted by computers, the use of mobile
devices emerged as an important field of inquiry in CALL. In their meta-analysis, Sung
et al. (2015) analyzed 44 empirical studies conducted on the use of mobile devices in
language education. The results indicated that the majority of the participants in the
studies who used mobile devices to improve their language knowledge and skills
performed better than the participants who did not. Additionally, it was revealed that
the short-term and long-term use of MALL in different settings provided a variety of
creative activities and resulted in an increased language learning outcome for both
children and adults. On the other hand, the findings also indicated potential risks such
as a lack of in-depth interaction and limited collaboration.
Another point of inquiry that started to receive more research interest was the
use of computer games for learning and teaching languages in the 21st century. Serious
games, which basically refer to games that were designed for educational purposes,
were the main area of interest for the use of language learning and teaching in
computer-based environments. Starting with the 21
st
century, the interest in using
commercial games, which are developed for entertainment purposes, in learning and
teaching English has increased. The main motives behind these have been authentic
exposure to language in challenging and interesting environments, and opportunities
of being involved in meaningful communication in the target language in these games.
In his meta-analysis, Peterson (2010) reviewed studies the studies of Von Der Emde
et al. (2001), Coleman (2002), Toyoda and Harrison (2002), Kötter (2003), Surface,
Dierdorff, and Watson (2007), Ranalli (2008), and Thorne (2008), which were
conducted to explore the utilization of computer games and simulations in learning
and teaching languages. Taking the findings of the studies into consideration, Peterson
stated that computer games and simulations provide several advantages for language
learners such as increased exposure to the target language, enhanced motivation,
enhanced knowledge in the target language vocabulary, grammar and pronunciation,
24
practicing all target language skills, doing more oral and written practice, higher rates
of participation in communicative activities, receiving simultaneous feedback, and
improving inter-cultural knowledge and skills.
2.2. Commercial Computer Games and Learning Target Language
Vocabulary
The term vocabulary knowledge and vocabulary learning may involve different
definitions and scopes in the literature. According to Hatch and Brown (1995), learning
new vocabulary entails having access to sources, possessing a clear understanding of
what words imply, learning their meanings, creating associations in the brain between
form and meaning, and utilizing vocabulary items. Vocabulary learning, according to
Nation (2001), comprises comprehending a word's spoken and written forms, word
parts, meanings, concepts, relationships, and grammatical functions as well as
collocations and usage restrictions. Vocabulary learning has been the focus of various
studies in the literature on computer games with these components of vocabulary
knowledge and vocabulary learning as well as some other components specifically
taken into consideration in certain research papers.
Although studies on the effectiveness of commercial computer games in
learning and teaching target vocabulary items became prevalent in the 21
st
century, the
use of commercial computer games in learning target language vocabulary items goes
as far back as the 1980s. In his study, Palmberg (1988) investigated the effects of using
a commercial computer game, Pirate Cove, on the English vocabulary learning of
Swedish-speaking children. The vocabulary items encountered in the game were
targeted to be taught to the participants. Initially, the participants were expected to be
exposed to learn the vocabulary items during the game with the help of the researcher.
One month later, they were asked to provide explanations for the target vocabulary
items while playing the game. After another month, they took a vocabulary test in
which they were required to provide the translations of the target English words in
Swedish. The results indicated that the participants displayed a good performance in
learning and retaining the vocabulary items in the first two sessions, and they were
able to answer the majority of the target vocabulary items in the vocabulary test in the
final session. The study was one of the earliest indicators of vocabulary knowledge
development through commercial computer games.
25
Thanks to the realistic content they offer from instances in daily life, simulation
games have been one of the most researched genres in computer games and vocabulary
learning. In his paper, Purushotma (2005) probed into the use of a commercial
simulation game The Sims in exposure to target language vocabulary items by
combining game-based learning opportunities with other forms of computer-based
applications. He stated that learners are bored with textbooks and homework, and they
seek to be involved in more entertaining ways of learning a language outside the
classroom, and proposed The Sims as an opportunity for language learners to be
exposed to target vocabulary items especially with adjustments to the original game
such as adding and using an in-game translation tool. The researcher argued that the
game provided language learners an opportunity for incidental learning in a relevant
and meaningful context with the use of images and videos along with traditional forms
of text-based content, and concluded that game-based learning fulfilled the criteria of
learner involvement in incidental learning by incorporating need, search and
evaluation highlighted in the study by Laufer and Hulstijn (2001). This study was only
one of many to come with regard to the research interest in the computer game The
Sims, which would eventually become one of the most investigated computer games
in terms of its use in language learning.
A number of additional studies on the use of the popular computer game The
Sims can be found in the literature. For example, in an empirical study, Miller and
Hegelheimer (2006) investigated the use of The Sims in the teaching of the target
vocabulary items, which were identified through an analysis of in-game words in terms
of lexical frequency, in a pre-test post-test design. In addition, the researchers used a
survey and a questionnaire to identify the effectiveness of the supplementary activities
of vocabulary, grammar and culture. The findings of the tests indicated that there was
a significant increase in vocabulary scores of the participants from the pre-test to the
post-test. The survey and questionnaire results indicated that all the supplementary
activities were mostly seen as helpful by learners, with the vocabulary activities
regarded as the most beneficial and the grammar activities were considered the least
among the three. In a similar study, Ranalli (2008) probed into the enhancement of
The Sims pedagogically to be used for vocabulary learning of university level ESL
learners. The researcher collected data through weekly quizzes, a pre-test post-test
design, and pre-project and post-project surveys with open-ended questions. The
quantitative findings uncovered a significant improvement of target vocabulary
26
knowledge of the participants from the pre-test and the post-test, and a significant
increase in the weekly quiz scores of the participants with the use of supplementary
materials. The qualitative findings revealed mostly positive attitudes of learners
towards the use of the game in learning target language vocabulary items. Both Miller
and Hegelheimer, and Ranalli outlined the potential of commercial simulation game
The Sims in the acquisition of target language vocabulary items in a meaningful and
inclusive environment. These studies further consolidated the earlier empirical
findings related to the benefits of The Sims in language learning, specifically in terms
of vocabulary.
In a more up-to-date study on the use of simulation games for the development
of target language vocabulary, Bakar and Nosratirad (2013) scrutinized the potential
of The Sims 3 in sustaining vocabulary knowledge through observations, interviews, a
checklist, a pre-test post-test design and vocabulary lists. The findings indicated that
gaming sessions provided the participants to learn five to seven words on average in
each session and between 100-130 words overall via learning strategies such as
guessing the meaning, asking people nearby, asking friends, using a dictionary and
using Google Translate to understand the meanings of unknown words. Overall, the
learners had a positive attitude towards learning vocabulary items and sustaining
vocabulary knowledge via the game. Based on the findings, the researcher especially
highlighted the role of computer games in creating opportunities for self-study and
independent learning of target language vocabulary. In addition, the researcher put a
specific emphasis on the importance of users to set their individual goals of learning
English according to their own needs for the proper progression of the process. With
a comprehensive use of data collection tools, the study provided valuable insights into
the use of simulation games in vocabulary learning.
A more recent study that utilized The Sims as part of target language vocabulary
learning was carried out by Noroozloo et al. (2015). Similar to most of the previous
studies on vocabulary learning through The Sims, this study also employed a pre-test
post-test design to evaluate the effectiveness of game-based incidental vocabulary
learning compared to traditional means of learning vocabulary. The study was
conducted with 60 Iranian learners of English who were divided into a comparison
group and an experiment group. The comparability of the participants was tested
through a vocabulary knowledge scale, which served as the pre-test. The test involved
40 target vocabulary items that were found in the coursebook of the students and the
27
game. Following the pre-test, both groups studied the target vocabulary items through
the book initially, but they differed in how they studied the items in the following
session. The comparison group received traditional teaching in the following session,
whereas the experiment group received a game-based vocabulary learning session via
The Sims. Following these sessions, the same vocabulary knowledge scale was
administered as the post-test scale with the participants to find out about differences
between the groups with regard to their familiarity with the target vocabulary items.
The findings of the study indicated that the participants in the experiment group
performed better than the comparison group on the post-test. The study specifically
highlighted the potential role of the presentation of the target words with visuals,
animated scenes and simulated characters in the game-based learning sessions for the
significant outcome of vocabulary learning in computer games.
In addition to the popularity of the life simulation game The Sims, other types
of simulation games have also been evaluated empirically with regard to their
effectiveness in target language vocabulary learning. For example, Franciosi et al.
(2016) investigated the short-term and long-term vocabulary learnings effects of a
farming simulation game 3rd World Farmer. The game requires players to simulate a
farming family in a fictional setting in Africa to carry out activities related to
agriculture and animal husbandry. The participants were 213 students taking EFL
courses at a university, who were divided into the control group and the experiment
group. The students in the experiment group studied a list of target vocabulary items
through the game and the vocabulary learning application Quizlet, whereas the
participants in the control group used solely Quizlet to study the target vocabulary
items. The researchers evaluated the effectiveness of each treatment through three
vocabulary quizzes that were administered in three different weeks during a semester
of 14 weeks. The findings of the study indicated that game-based learning treatment
did not result in a significant improvement in the short term, but the participants that
were subject to game-based learning along with the vocabulary learning application
outperformed the participants that only used the vocabulary learning application in the
long term. The study demonstrated an example to the use of a simple simulation game
in enhancing the long-term vocabulary knowledge of EFL learners.
A similar study that was published by Franciosi (2017) delved into the
vocabulary learning outcomes of another simulation game, Energy City, which is a
computer game that simulates the production and conversation of energy in urban
28
environments. One of the aims of the study was to investigate whether supporting
vocabulary studying via Quizlet with gaming sessions of Energy City would lead to a
significant outcome of vocabulary learning comparing to just using Quizlet lists. The
findings of the study uncovered that the students in the study group, who learned
vocabulary items through Quizlet lists and the computer game, displayed a
significantly higher learning outcome compared to the participants in the control
group, who only learned the target vocabulary items via Quizlet. The researcher
concluded at the end of the study that computer games possess a beneficial potential
for language learning and encouraged teachers to use computer games as part of their
lessons. The study demonstrates that, just like The Sims, other simulation games could
also be utilized for learning target language vocabulary.
Another popular genre that draws attention from researchers with regard to
learning target language vocabulary items is role-playing games, specifically
massively multiplayer online ones. An early study into the use of MMORPGs in
learning English was conducted by Rankin et al. (2006). The researchers investigated
the effectiveness of language learning in EverQuest II with ESL learners who played
the game for four hours in a period of four weeks during which they were exposed to
and communicated in English with in-game characters. The researchers evaluated the
effectiveness of the gaming period through language tests, questionnaires, and diaries.
In the analysis, it was found that all participants improved their vocabulary knowledge
significantly. However, the findings also indicated that learners with higher English
proficiency levels performed better inter terms of vocabulary and demonstrated higher
motivation and confidence with regard to interactions within the game compared to
learners with lower proficiency. The study demonstrates that although game-based
learning can be beneficial to all kinds of learners, the backgrounds of gaming learners
of English might have a significant impact on the effectiveness of game-based
language learning.
In a similar later study conducted by Rankin et al. (2009), one of the areas
scrutinized by the researchers was the role of EverQuest II in the vocabulary learning
of ESL learners. As part of the study, the researchers identified academic words at an
academic level that the participants encountered during their conversation with the
non-player characters (NPCs). The knowledge of the participants on these words were
assessed through a pre-test and post-test design before and after the participants played
the game to complete specific quests. One group of participants played the game
29
independently whereas the other group played it by being grouped with native English
speakers. Although both groups increased their scores on the post-test, there was a
significant difference between the groups in their post-test scores favoring the group
that played the game with native speakers. The researchers highlighted the potential
role of MMORPGs in the vocabulary knowledge development of ESL learners
especially with opportunities of interaction and communication with native English
speakers during the game-play sessions. This study was specifically important owing
to its emphasis on the theoretical rationale for the use of computer games in language
learning and it inspired many other research papers on the use of MMORPGs in
language learning and teaching.
Investigating the effects of RPGs and adventure games on the development of
target language vocabulary, Cornillie et al. (2010) proposed an adaptive method for
providing an opportunity for gaming English learners to concentrate on formal
language use if they will. The researchers aimed to do this by providing additional
options to the conversations between the player and the NPCs in the game by adding
options for further clarification of a word that are uttered by the NPCs during the game
if there is a need. They suggested that such an approach to learning vocabulary through
adventure games and RPGs would result in negotiation of meaning between the player
and the NPCs, which would in turn lead to acquisition of vocabulary items in the
process of completing in-game tasks. Furthermore, they stated that difficult vocabulary
items can be pointed out in NPC responses to increase the likelihood of noticing by
the learners. The researchers stated that the direct assessment of learners’ vocabulary
knowledge during the game could be quite challenging due to the limited interaction
opportunities with the NPCs through a text-based system, however, the system can
still predict the vocabulary level of a participant via the meaning requests of the
learners in the system and provide relevant language learning activities for the learners
according to their levels. They provided a good example of how games could be
integrated with additional features to increase the effectiveness of language learning.
In addition to these, the researchers also highlighted the fact that several RPGs involve
toolkits for creating modified versions of existing games and that these modification
tool can be useful for creating educational content for games that are already popular
among learners.
In an effort to find out about the effects of an MMORPG on the incidental
vocabulary development of 52 EFL learners, Huang and Yang (2014) conducted a
30
study by collecting data through a questionnaire on the game experiences of the
participants and a pre-test post-test design via two vocabulary knowledge tests. The
participants, who were divided into three groups as low, medium and high gaming
experience, had an opportunity to learn vocabulary items through in-game dialogues
and flashcards attached under each dialogue in a gaming session of 80 minutes. The
findings of the study showed that participants with medium gaming experience
benefited the most from the in-game dialogues and the effectiveness of the flashcards
with regard to learning vocabulary was affected the most by academic English levels
of the participants except in the case of the participants with high gaming experience.
The study indicated that the effectiveness of MMORPGs in incidental vocabulary
acquisition of learners can be significantly influenced by the gaming experiences of
participants and their levels of academic English. It uncovered the importance of
taking several factors into consideration while evaluating the effectiveness of a
commercial computer game in language learning and teaching.
World of Warcraft is among the MMORPGs which have been frequently
examined with regard to its role in contributing to the vocabulary knowledge of
language learners. In an effort to find out about the vocabulary learning strategies of
gamers English as a second language speakers, Bytheway (2015) studied the
vocabulary learning strategies used by six expert gamers in a five-hour gaming session
in World of Warcraft. In addition to the observation, interviews were carried out with
participants to learn about the opinions of the participants towards vocabulary learning
in the game. 15 vocabulary learning strategies were identified by the researcher. These
are “reading in-game information/pop-ups looking up words in dictionaries/Google
noticing frequency/ repetition of words requesting/giving explanations equating
image/action to word recognizing knowledge gap receiving/giving feedback noticing
in other contexts guessing from context using word to learn word use observing players
selecting words for attention adding to existing knowledge” (p. 514). The researcher
emphasized the importance of increased motivation in MMORPG-based language
learning, which eliminates the need for the implementation of motivational learning
strategies. In addition, the researcher also underlined the need for vocabulary learning
and the development of vocabulary learning strategies created inherently by
MMORPGs, which leads to autonomous learning.
A more recent study by Rahman and Angraeni (2020) probed into the use of an
RPG in teaching target language vocabulary through a pre-test post-test design, a
31
questionnaire, and an interview. The aim of the researchers was to find out whether a
series of vocabulary teaching sessions through an RPG would result in a better
vocabulary learning outcome than teaching vocabulary through traditional classroom
activity sessions. The findings of the study indicated that the students who learned the
vocabulary items via the RPG had a significantly higher learning outcome than the
students who learned the vocabulary items through in-class activities. In addition, the
findings further indicated that most of the students found learning vocabulary items
through the RPG interesting. Based on the findings of the study, the researchers
pointed out the advantages of using RPGs in a language learning classroom
considering their entertaining and meaningful nature, and highlighted the possibility
of bringing native speakers of the target language to the classroom via an RPG. They
also emphasized that teachers have positive opinions towards using an RPG in the
classroom since they can provide assistance in motivating learners and increasing their
long-term vocabulary knowledge through the guidance of a language teacher as a
planner. It is important here to understand the role of the teacher in increasing the
gaming experience for the students while playing computer games not only by
integrating them into the learning and teaching process, but acting as a guide for
learners to improve the learning outcome during gaming sessions.
Along with commercial games, there have been some studies on games with a
teaching focus which had similar implications for computer games and language
learning, as well. For example, trying to find out whether an adventure RPG called
Academic Adventure with additional tools for lexical support would lead to a better
vocabulary learning outcome than the same game without lexical support tools, Chen
et al. (2020) carried out an experimental study with college-level English learners. One
group of the participants took part in the study as the control group by just playing the
computer game and the other group of the participants took part as the experiment
group by playing the game with additional lexical support tools. The researchers found
that both groups increased their vocabulary knowledge, but the participants in the
experiment group displayed a significantly higher vocabulary learning outcome than
the control group. In addition, a questionnaire conducted with the participants revealed
that the participants developed positive attitudes towards learning vocabulary items
through the RPG. The study suggested game-developers to include vocabulary
learning and practice tools to provide learners more opportunities for improving their
target vocabulary knowledge via playing computer games. This suggestion may be
32
critical for commercial computer game developers in offering assistance to non-native
speakers of English to improve their gaming experience and providing them chances
of learning target language vocabulary items.
Another genre that has been subject to computer games and target language
vocabulary learning is the adventure genre. Vahdat and Behbahani (2013) delved into
the use of an adventure game Runaway: A Road Adventure in learning target
vocabulary items. The researchers investigated the effectiveness of vocabulary
learning with a control group that studied vocabulary through traditional classes and
an experiment group that studied vocabulary through the game. The participants were
subject to a paper-based TOEFL test for initial proficiency determination, and they
were subject to an achievement test for the identification of vocabulary learning at the
end of the treatment. In addition, the participants in the experiment filled a
questionnaire to share their opinions about vocabulary learning via the game. The
findings of the study revealed that the participants in the experiment group
significantly outperformed the participants in the control group. This indicated a better
vocabulary learning outcome in the computer game setting than in the traditional
setting. The outcome of the questionnaire indicated that the majority of the participants
in the experiment group were satisfied with the learning of vocabulary in the game.
The researchers underlined the benefits of learning vocabulary through video games
both in the classroom and outside the classroom. Teachers were encouraged in the
study to use games for vocabulary learning and students were advised to improve their
autonomous vocabulary learning through games such as the one in the study.
A more recent investigation of adventure games with regard to their use in
learning target language vocabulary was carried out by Enayat and Haghighatpasand
(2019), who investigated the use of a popular adventure game The Secret of the
Monkey Island Special Edition in vocabulary recall of EFL students. To that end, the
researchers collected data from 30 undergraduate learners of English who were divided
into two groups as the experiment group and the control group. For the study, the
researchers created a list of the most frequent target words in the game, and they
identified 35 words that were unknown to all the participants in the study. The
participants in the control group studied the target vocabulary items through four
teaching sessions of 90 minutes followed by 45 minutes of vocabulary exercises
whereas the participants in the experiment group played the first half of the game in
sessions of 80 minutes followed by 40 minutes of vocabulary exercises for five
33
sessions. Following this, the participants in both groups were subject to two post-tests,
one immediately following the end of the sessions, and another after a ten-day period.
The findings of the study demonstrated that the participants in the experiment group
outperformed the participants in the control group in both post-tests. In addition to the
post-tests, the researchers also conducted a questionnaire and an interview with the
participants in the experiment group to learn about their game-based vocabulary
learning experience in further detail. The findings of the questionnaire showed that the
participants were significantly in agreement with positive statements about game-
based learning while they were in significant disagreement with negative statements.
On the other hand, the interviews revealed the positive attitudes of the participants
towards game-based learning thanks to the features of problem-solving,
meaningfulness, purposeful storyline and creative design, whereas some participants
noted certain disadvantages of low graphic quality and tedious plot.
An example from the investigation of action genre in computer games and
vocabulary learning is the study by DeHaan et al. (2010), who investigated the learning
of vocabulary in PaRappa the Rapper II, a music-based action game. The researchers
implemented an experimental design using a pre-test and a post-test along with a
cognitive load measure and a questionnaire to find out whether the interactivity in the
game had a significant impact on noticing and learning target vocabulary items. The
comparison of the pre-test scores and post-test scores of the participants in the control
group, who only watched game-play sessions (watchers), and the participants in the
experiment group, who actually played the game itself (players), revealed that both
groups recalled the target vocabulary items, but the experiment group recalled the
vocabulary items significantly less than the control group. The result was attributed to
the extraneous cognitive load that stemmed from the interactivity of the game since
the players regarded the language in the game as more difficult than the watchers. A
comparably less extraneous cognitive load due to not playing the game was suggested
as the reason why the watchers could spare more attention to vocabulary items
compared to the players, therefore performing significantly better in the post-test.
There were also differences between the groups as to the extent they enjoyed the
sessions and as to whether they would use the game for learning English. Whereas the
players enjoyed the game more than the watchers, the watchers were more willing to
use the game for learning English according to the findings of the questionnaire.
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Another example to the use of action games in target language vocabulary
learning is the study of Urun et al. (2017), who probed into the effectiveness of using
a tactical shooter game, Tom Clancy’s Ghost Recon: Future Soldier, in learning
English vocabulary. The researchers conducted the study with 52 Turkish learners of
English at tertiary level, who were divided into a treatment group and a control group.
The participants in the treatment group were involved in game-based learning in a
Kinect-based gaming scenario, which enables players to use their motions to perform
certain moves in the game through a motion controller, whereas the participants in the
control group kept studying in a traditional learning environment. The comparability
of the participants and the effectiveness of each mode of learning were tested through
a pre-test post-test design, which were administered as achievement tests. Following
the quantitative analysis, a semi-structured interview was carried out with certain
participants to learn about the opinions of the participants regarding vocabulary
learning through Kinect-based games. The findings of the study revealed that the
participants in the treatment group outperformed the participants in the control group
on the post-test. The qualitative findings indicated that game-based learning was
regarded as beneficial by the participants in terms of improving language knowledge
and skills and increased motivation. The study provides unique implications for
computer games and language learning as it focuses on motion-based gaming instead
of traditional gaming.
Some strategy games have been a focus of research on computer games and
target language vocabulary learning, as well. In their study, Ebrahimzadeh and Alavi
(2017) delved into the motivation levels of EFL students learning English vocabulary
items through Warcraft III: Frozen Throne. The participants of the study were divided
into three groups, those who read the story of the game, those who played the game
itself, and those who watched a classmate play the game. The analysis of a learning
motivation scale which was implemented at the beginning and at the end of the
treatments, and the evaluation of field notes revealed that the overall motivation of
learners in all groups displayed a significant increase at the end of all treatments. Taken
separately, those who watched the game demonstrated a significantly higher
motivation level than those who only read the story of the game. There was no
significant difference between those who played the game and the other groups. Based
on the findings, the researchers underlined the potential of digital video games in
increasing the motivation levels of foreign language learners.
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In creating an overall synthesis of the findings of several research studies into
the use of several types of computer games including shooter, simulation, sport,
adventure, and role-playing games, one of the focus points of Yudintseva (2015) was
to evaluate research findings with regard to learning vocabulary through computer
games. Based on the findings in the literature, the researcher found that both serious
and commercial games are used for learning vocabulary items, and stated that
MMORPGs, simulation games and adventure games were specifically beneficial for
the vocabulary acquisition of learners. The researcher further identified a probable
advantage in vocabulary learning favoring male students since they prefer first-person
shooter, role-playing and adventure games more than female students who mostly
prefer single-player simulation games. However, the researcher pointed out a potential
limitation of some computer games in terms of including genre-specific terminology
instead of common vocabulary items. In addition, the researcher further highlighted
that commercial games might better serve the needs of advanced language learners due
in part to including difficult vocabulary items. It was concluded at the end of the study
that the effectiveness of a computer game on vocabulary learning may depend on the
gender, proficiency, goals and gaming experiences of learners. The findings of this
study are crucial as it helps us understand that the language learning experience of
gamers from various backgrounds playing computer games of diverse genres can differ
significantly.
2.3. Commercial Computer Games and Learning Target Language
Grammar
Although grammar learning has not been as widely focused on as vocabulary
learning in computer games and language learning, it has still been researched in
several research studies in the area. Acquiring the abilities to process and to produce
the target language forms more accurately is how Ishikawa (2018) describes grammar
learning. With scopes similar to this definition or different as in some other studies,
grammar learning in computer games has been an interest among some researchers
who have conducted studies to find out whether computer games can provide
meaningful environments for learning target language grammar.
Development of target language grammar knowledge has been another point
of interest in commercial computer games and language learning in spite of the fact
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that it has not received as much attention as vocabulary learning. Just like vocabulary
learning, one of the genres that has been prevalently investigated in this regard is
simulation games. In addition to the evaluation of The Sims in terms of target
vocabulary knowledge, Miller and Hegelheimer (2006) also included grammar
features such as descriptions and exercises in their study. To do this, the researchers
first identified the most frequently occurring grammar structures related to the game.
Grammar explanation links that provided a brief explanation and examples of a target
grammar structure were included in the study along with grammar exercises. The
grammar knowledge of the participants was assessed via a pre-test post-test design and
weekly quizzes, just like their vocabulary knowledge. The quantitative findings of the
study indicated that there was an increase in the grammar knowledge of the
participants, and it was found that the participants who took part in explicit vocabulary
and grammar activities prior to the gaming sessions benefitted more from those who
took part in these activities optionally and from those who did not. Moreover, it was
uncovered that the majority students had a positive attitude towards the benefits of the
supplementary materials with regard to learning grammar. However, the findings also
revealed that grammar materials were regarded as less effective and were used less
frequently compared to the vocabulary materials in the study. The findings of this
study might serve a critical role in understanding why grammar receives less attention
from researchers who are interested in the use of commercial computer games in target
language learning and teaching.
In addition to empirical studies, there has also been conceptual studies dwelling
on the possibility of the improvement of target language grammar knowledge. In their
paper, Thorne and Reinhardt (2008) proposed a pedagogical model called bridging
activities that could help advanced foreign language learners improve their proficiency
in target language grammar along with other areas of language development. The
model aims at increasing the awareness of learners with regard to the usages of
grammar and vocabulary structures in a text and understand how these usages make
up different meanings in situational and cultural contexts through technological tools
such as chats, blogs, wikis, and games. Instead of a replacement of traditional text-
based grammar sources, the model was designed to act as a counterbalance for
prescriptive language learning materials that are often far from the usages in real-life.
By combining the theoretical framework of the field of foreign language education
with the resources available in technological environments, the model aims to achieve
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a mediated language awareness, which could in turn improve the foreign language
performance of the studies in many areas including grammatical awareness. Although
the paper did not provide an empirical evaluation of the model, it put forward a
valuable guideline for researchers and practitioners interested in areas of technology
and language learning including computer games and language learning to build upon
by drawing on the available theoretical background of technology and language
learning.
Opportunities for learning grammar through computer games have also been
highlighted by Turgut and İrgin (2009), who carried out a qualitative empirical study
with primary school students playing computer games at internet cafes through
observations and semi-structured interviews. The aim of the study was to find out
about the language learning experiences of the students while playing these computer
games. The games played by the participants included two RPGs (Knight Online and
Grand Theft Auto: Vice City), a shooter game (Counter-Strike), a real-time strategy
game (Warcraft III: Reign of Chaos) and a sports game (FIFA 08). The findings of the
study indicated that continuous exposure to target language vocabulary and grammar
contributed to the language learning process of the participants by enabling them to
decode what is unknown in target texts through what is already known. The researchers
noted that despite being criticized for potentially causing some unwanted behaviors
for children, computer games had the potential to facilitate language learning. They
specifically pointed out the importance of finding a balance between being engaged in
physical activity and playing computer games in an effort to avoid potential harm. The
unique feature of this study was that it was conducted by observing gamers and having
interviews with them in an authentic gaming environment through in-depth qualitative
analysis. We learn from this study that computer games can be beneficial to language
learners even without being used in classroom environments by incorporating specific
learning activities with them.
Jensen (2017) investigated the extramural exposure of English learners at
primary school level through computer games along with some other activities such as
listening to music, reading books, and watching television. A picture vocabulary test
was used to evaluate the vocabulary gains of the participants, and a language diary was
utilized to find out about the extramural English activities that the participants were
involved in. The findings revealed an average gaming time of 235.1 minutes for boys
and 46.8 minutes for girls. The participants in the study mostly preferred to play
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computer games with both written and oral input in English, whereas some also played
games with only written input. Most of the participants did not prefer to play games in
their native language. Both game types had a significant impact on the vocabulary
learning of the participants. Jensen pointed out the importance of the need to
understand the input provided by the game in order for the sustenance of entertainment
during gaming, referring to the usage-based theories of language acquisition.
In her paper, Constantinescu (2012) dwelled on the potential role of computer
games in learning, teaching, and practicing English grammar by taking theoretical
approaches into consideration, describing points to note while designing game-based
activities, comparing educational and non-educational computer games, and stating
the advantages and disadvantages of integrating computer games into learning
activities in the classroom. With regard to theoretical approaches, the researcher points
out that students playing computer games are exposed to grammar inductively similar
with some major approaches to language teaching such as direct approach, audio-
lingual method, and communicative approach. Seven points of consideration were
highlighted by the researcher during the process of choosing a game to integrate into
the lesson: the goal of the game, the focus on the use of language, appropriacy of the
game content, practicality of the game, the aptness of the game for the levels of
learners, the interests of learners, and the length of the game. In the paper, the
researcher also compared the use of educational and commercial computer games.
Whereas educational games were suggested to be directly integrated into lessons, it
was indicated that commercial computer games could be integrated into the class
indirectly through activities such as writing a review or a story of a game, describing
the characters in a game, and recommending a game to a friend. Finally, the researcher
stated the researcher stated that advantages and disadvantages of using computer
games in English lessons. The advantages include the role of computer games in being
exposed to English and getting more familiar with it, boosting motivation, improving
critical thinking and problem solving, promoting collaborative learning, and the
disadvantages involve the need for computer skills, a potential stray from both learning
and having fun to only having fun, management problems and the risks of excessive
use. The paper provides valuable practical suggestions for teachers who are interested
in integrating computer games into their lessons.
In an overall evaluation of studies on digital games and vocabulary learning,
Zou et al. (2021) reviewed 21 articles that dwelled on vocabulary learning in different
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types of computer games including simulation games, role-playing games, motion-
sensing games, adventures games, and serious games. The analysis of the articles
indicated that there has been considerable attention to the use of digital games in
language learning, and digital games hold a significant potential for the learning of
target language vocabulary items, along with other benefits in other areas such as
reading, listening, and pronunciation. The implications in the studies suggest that in-
game interactions, embedded multimedia content, and over-specified vocabulary
information are particularly beneficial for vocabulary learning in digital games.
Another important finding from the articles is that gamers have a high level of
motivation, engagement, and interaction, and a lower level of stress while learning and
practicing target language knowledge and skills in digital games.
2.4. Commercial Computer Games and Improving Target Language
Skills
Target language skills practice and improvement in computer games has been
a topic of research for several years. However, it can be stated that this focus has been
relatively overshadowed by vocabulary learning up until recent years. The
development of four primary language abilities (reading, listening, writing, and
speaking) in computer games have become more popular with researchers in recent
years. Tollefson (1999) describes language practice as the way a speaker uses a
language when given the choice to choose a language from a selection of languages.
Language skills are described as a speaker's ability to use the language in reading,
listening, writing and speaking by Elizawati et al. (2018) while Kholiq (2020) defines
language skills as a learner's ability to use their language competencies. The practicing
and development of target language skills have been another area of research in
computer games and language learning with scopes similar to these definitions and
some other scopes.
The development of target language skills has been one of the core points of
computer games and language learning research. In an early paper on the improvement
of target language skills through computer games, Taylor (1990) dwelled on the
potential use of the commercial computer game Sim City, a city-building simulation
game, as language learning material. In the paper, a number of activities integrating a
computer game in lessons are provided. One example is having an urban development
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group work project that would require students to conduct several activities such as
reading, interviewing, negotiating, and writing reports. What is even more interesting
in the article is the evaluation of the program with regard to its potential in providing
online interaction through telecommunication. In addition to the use of the game in the
class, the possibility of English learners playing the game outside the classroom with
native English speakers were also highlighted in the paper. The projections in the paper
are really valuable considering the fact that it not only proposes ways of integrating
the game into the classroom, but also focuses on the use of the computer game by
learners with native speakers of the target language outside the classroom. Taking a
look at the literature nowadays, we can say that the projections of Taylor with regard
to the use of a computer game to improve English language skills outside the classroom
with native English speakers has become a reality, specifically with the rise of
multiplayer online gaming. Nowadays, learners can easily communicate with speakers
of English online by reading and writing messages and listening to and speaking with
other players of the game from all over the world. This is a unique opportunity that
would otherwise be unavailable for many English learners living in countries where a
face-to-face interaction with the speaker of another language is unlikely in daily life.
In another study on the use of simulation games in language learning by
Simulation & Gaming journal, Carrier (1991) proposed a communicative and
cooperative approach to using simulation games in language teaching targeting
fluency. It involved potential uses of several simulations in language learning and
teaching such as the village-ruling simulation game Yellow River Kingdom. The
researcher put forward several phases to be followed for an effective implementation
of communication oriented cooperative learning through simulations. In phase one, he
focused on the development of a strategy by learners to decide what steps are to be
followed in the simulation by communicating with each other. In the second phase, it
is advised for students to either enter the decisions in the previous phase of the activity
into the computer and record the consequences via a keyboard or discuss the outcomes
of the previous decisions. In the third phase, the students are advised to have a
conversation on the pros and cons of their decisions and what could have been done
better or in a different way. Finally, a number of possible follow-up tasks were
proposed by the researcher including group activities such as asking each group to
write a report on their findings or individual activities like narrating what has been
done and what has been found. These phases were expected to increase language
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learning outcome of simulations in lessons. Probably, the most important message of
the paper is that the effectiveness of the simulation significantly rests on what kind of
a methodology is adopted to integrate the simulation into the lesson. This message is
intended for in-class use of computer games in language classrooms, but it can be
applicable for out-of-class use of computer games by language learners, as well.
Similar to simulation games, adventure games were also evaluated with regard
to their contributions to the development of target language skills. One of the earliest
studies on this issue was conducted by Baltra (1990), who dwelled on the language
learning opportunities provided by both commercial and educational computer games
in a classroom environment. In the paper, Baltra stated that a number of computer
games available on home computers at the time were centered around activities that
required problem solving, planning, thinking and note taking. As a result of this, it was
argued in the paper that these games could provide learners chances to improve their
communicative fluency in both their native language and in a foreign language thanks
to some characteristics of language learning via computer games. These characteristics
are not focusing directly on language through the manipulation of vocabulary and
grammar items unlike conventional computer assisted language learning tools,
promotion of meaningful discovery thanks to the need for uncovering the game
features by learners themselves, the opportunity to interact with other players, and the
inclusion of target language skills (speaking through oral group interactions and
discussions, reading and listening to in-game texts, and writing in the form of follow-
up activities such as writing essays). The integration of fantasy and curiosity in
computer games, which facilitate learner motivation, and the challenging environment,
which is created by goal-oriented nature, receiving feedback, uncertain goal
attainment, hidden information, unpredictability, and randomness, were highlighted as
important elements that contribute to the entertaining nature of computer games. This
entertaining nature, in turn, increases the effectiveness of computer games in
promoting language learning. Thanks to their entertaining nature, computer games
boost the intrinsic motivation of learners and thus lead to effective language learning.
The researcher put this perspective effectively by stating “We all normally look
forward to doing activities that are fun for us. And we all label as work those activities
that we would not be doing if we had a choice” (p. 450). The paper called for a
thorough revision of gaming from an educational perspective. It effectively portrays
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the need for the development of language fluency as well as accuracy and the role of
computer games in realizing this.
By evaluating the use of both sports simulations and adventure games, Jordan
(1992) proposed a number of ways through which computer games can be utilized for
the improvement of target language skills. One example in the article comes from a
suggestion by Higgins (1988), who proposed that gaming sessions can be integrated
with follow-up activities such as written or oral reports. The paper emphasizes that the
gaming session itself might not lead to a lot of practice, but the follow up activity can
result in an interesting and useful activity for language practice. When it comes to
adventure games, Jordan underlines that these games typically involve more reading
and writing than speaking, and thus, they are limited in terms of developing
communicative competence. That is why the paper highlights the best use for
adventure games as improving the reading skills of learners via extensive reading
practice. Computer self-access rooms are recommended as suitable environments to
conduct such activities.
Another adventure game that was evaluated with regard to its implications for
language learning is Bone. Chen and Yang (2011, 2013) investigated the role of the
game in language learning with 35 intermediate level EFL students through a written
report on in-game experiences and a survey following a gaming session after class.
The participants of the study regarded the game as beneficial in terms of developing
their language skills, enhancing their attitude towards language learning, and enjoying
themselves. The findings uncovered learning gains in the areas of reading and listening
along with vocabulary and other improvements. However, it also highlighted some
learning difficulties such as the fast pace of speaking, unfamiliarity with some
abbreviations and some concentration issues while playing the game. The captivating
and inclusive nature of the storyline and challenging quests were noted as critical
factors in the effectiveness of the game in terms of its contribution to language
learning. Based on the findings of the reports and the survey, the researchers concluded
that adventure games such as Bone could be used to improve the target language skills
of EFL learners.
Interactive fiction, which incorporates elements of adventure games, has also
been subject to research studies related to computer games and language learning. One
such study was conducted by Neville et al. (2009), who probed into the teaching of
German reading, vocabulary, and culture to students through interactive fiction. The
43
researchers used both quantitative and qualitative data to evaluate the language
learning outcomes and attitudes towards the modes of instruction with two different
studies in which students were divided into two groups: one group receiving
instruction through interactive fiction and the other receiving instruction through print-
based materials. In terms of quantitative data, the study did not report significant
findings, however, the interactive fiction group performed better at language tasks than
the print-based group although the confidence and the satisfaction levels of the
participants in the print-based group were higher than those in the interactive fiction
group. The qualitative findings indicated that fiction group participants in the first
study were less satisfied with learning through interactive fiction than the fiction group
participants in the second study, and this was attributed to an extra amount of time
provided to the participants to get familiar with the game. The print-based groups in
both studies were satisfied with the mode of instruction. One important outcome of the
study was that the print-based group in the study stated that they benefited from the
instruction more linguistically than culturally whereas the participants in the
interactive fiction group noted that they benefited from the instruction not only
linguistically but also culturally. This might be important with regard to the role of
digital games in providing learners an opportunity to learn a second language in a
contextually and culturally rich environment.
One other genre that has been a subject to computer games and language
learning is role-playing. An example to this can be the study of Sarı and Chen (2013),
who investigated the development and the use of English reading materials through
RPGs. The researchers aimed at finding out whether using computer games as a ways
of reading practice would lead to a significant improvement in the reading ability of
the students and reduce their anxiety. To this end, they employed a pre-test post-test
design along with classroom observation, teacher interviews and a teaching strategy
questionnaire. The pre-test post-test analysis uncovered that the use of the games
resulted in a significant improvement in the reading ability of the participants. The
teachers believed that the games also improved the concentration and the motivation
of learners. The points that were highlighted by the teachers as useful for increasing
student motivation and interest in RPGs involved animations, dialogues, and narration.
One problem reported by the teachers was that they had difficulty in the development
of the materials due to not having enough familiarity with the software. Nevertheless,
they agreed that RPGs could be a useful tool for the improvement of reading skill.
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When it comes to role-playing games, the subgenre MMORPG is without
doubt the most dominant one in terms of being subject to research studies with regard
to computer games and language learning. In one of the most prominent studies in the
field, Rankin et al. (2009) investigated the target language skills development of
language learners in MMORPGs along with vocabulary learning. The researchers put
forward several opportunities for skills development in the MMORPG EverQuest II.
These include improvement in reading skill via in-game written social interactions,
reading and listening practice by listening to the NPCs, and development of
communicative and conversational skills through chat-based interactions with other
players. Although the main focus of the paper is vocabulary learning and the data
collection tools mainly targeted the outcome of vocabulary learning through in-game
interactions, the study provided valuable implications for target language skills
practice in computer games. The results of the study indicate a better target language
vocabulary outcome for players who played the game with other players who were
native English speakers instead of playing the game on their own independently. This
clearly shows the value of interacting with other players while playing an MMORPG
with regard to the acquisition of target language items. In addition, the fact that players
were required to read and often listen to the quests provided by NPCs in the MMORPG
was an indicator of meaningful reading and listening practice. Considering these
opportunities, MMORPGs can be expected to provide learners several chances to
improve their language skills, in addition to learning vocabulary items.
World of Warcraft is among the MMORPGs that were researched with regard
to their contributions to the development of communicative skills in a target language.
Newgarden and Zheng (2016) carried out a research study to find out about the
activities of language learning in World of Warcraft. Studying the in-game interactions
of four learners of English with each other, with native speakers of English, and with
the instructor of the English course, which was subject to the study, the researchers
found that the participants of the study acquired and practiced specific communicative
skills in the target language. The study highlights several important points about the
unique opportunities provided by such games in language learning. One of the points
underlined is that games provide learners who cannot travel to other countries to have
meaningful communication practice in the target language in a virtual immersive
environment. Another point is that the wide variety of communicative activities of the
participants from simple tasks to more complicated ones ranging from conversations
45
about in-game quests to daily issues can be associated with different CEFR speaking
descriptors in different level groups. A final point highlighted in the paper is that the
communicative activities within the game are creative, goal-oriented, sense-making,
and meaningful activities that contribute to the efficiency of language learning and
practice. The researchers pointed out the importance of investigating the MMORPG
environments in further detail in order to understand the elements of language learning
and practice more profoundly, and for a more effective blending of such games in
second language classes.
Another MMORPG that has been subject to game-based language learning is
Ragnarok Online. Reinders and Wattana (2015) investigated the outcomes of using
this game for language learning, specifically their willingness to communicate in
English. The researchers collected data from 30 English learners who were taking a
15-week language course, whose review sessions at the end of units were carried out
via completing a quest in the game, through questionnaires and semi structured
interviews to find out about their opinions regarding the gaming sessions. The findings
of the study revealed that game-based learning provided learners the opportunity to
practice English speaking by interacting with each other in an environment where they
were not afraid of making mistakes, and it decreased the language learning anxiety of
the participants. On the other hand, some participants were not happy with the
immediacy of interaction in the game due to experiencing tension while trying to
express themselves. Overall, the game-based learning environment was regarded as
motivating and relaxing by most of the participants, even by some of those who did
not find the game as enjoyable as the other participants.
Instead of focusing on the use of a single game, Kongmee et al. (2012) delved
into the use of four MMORPGs: GodsWar Online, Hello Kitty Online, Perfect World
International, and Asda Story, for learning a second language. The researchers were
specifically interested in whether the use of the MMORPGs would lead to a significant
outcome for learning English and what the experiences of the participants would be in
terms of using MMORPGs for learning and practicing English. The researchers
implemented a pre-test post-test design to find out about potential changes in the
vocabulary, grammar, and listening performances of the participants prior to and at the
end of the study, and they conducted interviews to find out about the opinions of the
participants regarding gaming and language learning. The study was focused on the
performances and the experiences two undergraduate student. The test scores indicated
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that both participants increased their listening levels as well as their vocabulary from
the pre-test to the post-test. However, there was an increase in the grammar level of
only one of the participants at the end of the study. In the interviews, one of the students
reported having an easier time reading at the end of the study, as well. Although having
certain difficulties in gaming sessions such as getting used to the environments in
different games, both students mostly had positive attitudes towards learning English
and practicing their skills, and they reported benefiting from the interactions they
carried out with other players in the game.
In a recent study focusing on the effects of individual differences on language
learning in MMORPGs, Yang and Chen (2020) examined how the gaming experience
levels of learners influence their attitudes for language learning in an MMORPG. The
researchers developed an MMORPG-based learning environment (MELE) by
integrating learning materials into the MELE. The participants were divided into two
groups as the high gaming-experience learners and the low gaming-experience learners
with the help of a questionnaire prior to the beginning of the study. The researchers
collected the data through in-game logs and interviews. The findings of the study
indicated that the participants with high gaming experienced better attainment in the
game with regard to in-game achievements and socialization whereas the participants
with low gaming experience required more in-game assistance. On the other hand, the
results demonstrated that while the participants with low gaming experience paid
attention to the learning content in game sessions, the participants with high gaming
experience skipped it. Considering the profound level of engagement with the tasks in
both groups, the researchers concluded that the differences between the groups in
terms of the mode of engagement resulted from their gaming-experiences, which had
a significant influence on whether the players preferred to make this engagement with
in-game elements (in the case of high gaming experience learners) or by following the
route-maps and the task lists (in the case of low gaming experience learners).
Strategy games were also evaluated with regard to their role in the development
of target language skills. For example, Shahrokni et al. (2020) conducted a narrative
inquiry to find out about the second language socialization of an English learner in a
massively-multiplayer online strategy game Stronghold Kingdoms by collecting data
through records, an interview, and a focus group. The findings of the study indicated
that the participant took part in communicative group activities in an effort to realize
common in-game goals and strategies. These communicative activities involved both
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written and audio chat conversations with other players who were in the same team as
the participant. The struggle for the participant to communicate with team members
and the community’s attention to the meaning in the conversations rather than
problematic linguistic usages enabled him to develop his language skills more
effectively. The participant stated that the game was beneficial for him to improve his
language skills, specifically for the development of his writing performance. An
important implication of the article is that goal-oriented communication activities in
computer games prioritizing meaning over structure can be beneficial for the
development of target language skills in a more comfortable atmosphere.
In a study that was centered around the exploration of English acquisition
through various sources, De Wilde and Eyckmans (2017) investigated the incidental
English acquisition of 30 children who had never been instructed in English formally.
The researchers identified the characteristics of learners through a questionnaire in
order to find out about the English sources that the children were exposed to. These
included speaking, computer use, gaming, reading, listening to music, and watching
TV with or without subtitles. The language proficiency levels of the participants on
four language skills were assessed through a proficiency test and the vocabulary
knowledge of the participants were evaluated via a receptive vocabulary test. The
findings firstly indicated that some participants could already perform at A2 level
English proficiency without receiving any formal instruction in English at all. The
results further showed that gaming in English had significant relationships with
vocabulary knowledge, and the level of proficiency in reading and writing, listening,
and speaking. The only other activity that involved significant relationship with the
target language knowledge and skill levels except for listening skill was computer use.
The other sources did not have a significant relationship with the vocabulary
knowledge and target language skills of the participants. Moreover, the children, who
were exposed to English only through the aforementioned sources, regarded English
as a “fun” language according to the findings of the study.
Another recent study that has implications for language learning in computer
games was carried out by Khanmurzina (2020). Although the study was centered on
the effects of computer games on the everyday lives of students instead of computer
games and language learning, the findings of the study involved outcomes for learning
English, as well. By collecting data from student gamers aged 18-25, the researchers
sought to identify how much students are engaged with computer games, how
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influencing the social environment is for the involvement of students in these games,
and what impacts computer games have on learners. The researchers identified the
aspects of games that attract the attention of student gamers as “the plot (history of the
universe); the atmosphere in the game; interactivity; colorful characters; freedom of
action; anonymity; openness; the acquisition of gaming experience; the ability to play
other roles; interesting spending of time; interesting quests (in-game tasks); beautiful
graphics; competition; possibility to learn to communicate”, and the skills that are
acquired through computer games as “meeting new people; learning English;
improving communication skills; know interesting stories; learn historical moments;
learn military Affairs (weapons, equipment, military battles, etc.); know myths and
legends of different world cultures.” (p. 16). It can be understood from the findings
that computer games can be beneficial in learning English and improving
communicative language skills.
49
CHAPTER III
METHODOLOGY
3.0. Presentation
This chapter provides information about the methodology of the present
research study. Firstly, it offers a general explanation on the main methodology of
research that was used in the present study along with the data collection tools and
procedures. This includes an expression on how quantitative and qualitative data were
collected and with what purpose. Then it provides detailed information about the
participants of the study along with the rationale for their selection and their
background information. Information about the participants is further elaborated in the
upcoming subheadings of data collection tools. The participants subsection is followed
by a thorough account of the data collection tools including their creation and
implementation. This subsection involves detailed information about why the data
tools were used and how they were created considering the aims of the present study.
In addition to their selection and creation, a thorough explanation on how the data
collection tools were implemented in a specific order is clarified. Finally, a description
of how the collected data were analyzed is provided.
3.1. Overview of the Methodology
The present study was carried out through a sequential explanatory mixed-
methods design. Creswell (2009) indicates that in a sequential explanatory mixed-
methods design, quantitative data collection and analysis precedes qualitative data
collection and analysis since the latter is intended to provide explanations on the
findings of the former (p. 211). In the present study, quantitative data formed the main
database whereas deeper information about quantitative findings was expected to be
gained through qualitative data. The quantitative data were collected through a
50
questionnaire which aimed at uncovering the opinions of the participants on how
frequently they learn target language knowledge and practice target language skills in
different computer game modes and genres, and an observation of streams of computer
games with different modes and genres which were based on calculating the frequency
and the amount of time that was spent on learning and practicing target language
knowledge and skills in these games. The qualitative data were collected through the
observation of game streams and semi-structured interviews with the participants.
During the observation, the types of language learning and practicing were noted to be
analyzed qualitatively. The interview questions were prepared based on the results of
the quantitative data in an effort to shed light on the reasons of any potential differences
among the game modes and genres in learning and practicing English. An overall
overview of the procedure is provided in Figure 1.
3.1. Participants
The study had a main group of participants, all of whom took part in the first
data collection phase. Their responses were determining for the selection of materials
for data collection in the second data collection phase and some of these participants
were further sampled for data collection in the third data collection phase. The
participants were selected according to snowball sampling on a voluntary basis. The
criteria for the selection of participants in the present study was to be a non-native
English speaker over the age of 18 who was exposed to English in computer games
via single-player and multiplayer game modes, and action, adventure, role-playing,
strategy, and simulation genres. Non-native English-speaking gamers were invited to
take part in the study via the personal connections of the researcher through online
social platforms. Volunteering participants were asked to invite anyone who might be
interested to take part in the study, as well. In order to find the recommended sample
size for the analyses to be carried out to achieve enough power with medium effect
size and an error probability of 0.05, sample size calculations were carried out via
GPower. The statistical tests to be used as part of the present study Mann-Whitney U
test for the first research question, and Friedman test and Wilcoxon signed-rank test
for the second and third research questions. The sample size analysis indicated that the
Mann-Whitney U test required a total sample of 134 participants, Wilcoxon signed-
rank test required a total sample of 35 participants, and the Friedman test required 24
51
participants and 21 participants in two different comparisons for a statistical power of
0.80 to be achieved with a medium effect size and an error probability of 0.05.
Figure 1 Overview of the procedure
Piloting
Firstly, opinions of 6 experts were gathered in order to ensure the content validity of
the questionnaire. Then, the questionnaire was piloted with 31 participants that
were selected through voluntary sampling to ensure face validity, construct validity
and internal consistency.
Sampling
Potential participants who might be interested in taking part in the study were
invited to participate via online diffferent social platforms on gaming. Each
participant who took part in the study were asked to share the invitation with
anyone in their circles who might be interested in taking part, as well. Therefore, the
study employed snowball sampling.
Questionnaire
The participants who volunteereed to take part in the study were asked to fill out
the questionnaire, in which they were requested to state their opinions about the
frequency of learning and practicing target language knowledge and skills in two
game modes and five game genres. Comparative analyses were carried out to find
out any potential differences in the frequency of language learning and practice
among and within these games.
Observation
The most frequently played games that were reported by the participants in the
questionnaire were selected for observation, and streams of these games by non-
native English speaking streamers were observed in order to record the amount of
time spent on practicing language skills. Comparative analyses were applied to look
for the differences in the frequency, duration, and the types of language learning
activities across different game modes and genres.
Interview
At the end of the questionnaire, the participants were asked whether they would
like to attend an online interview to share their opinions about language learning in
different computer game modes and genres. Following the application and the
analysis of the questionnaire and the observation, the interviews were carried out to
learn about their opinions regarding language learning in computer games.
52
A total of 111 participants took part in the study (See Table 1 for an overview
of demographics). The youngest participant was 18 years old while the oldest
participant was 45 years old. The median age of the participants was 21. 105 of the
participants were from Turkey, two participants were from Indonesia, one participant
was from India, one was from Pakistan, one was from Poland, and one was from
United Arab Emirates. The native languages of the participants included Turkish,
Hindi, Indonesian, Sudanese Arabic, Javanese, and Urdu. In terms of their education
level, 19 participants reported that they were high school graduates, 43 of the
participants were undergraduate students, 29 participants had bachelor’s degree, eight
participants were master’s students, seven participants had master’s degree, and five
participants were PhD students. When it comes to English proficiency levels of the
participants based on their previous education and certificates they had received,
and/or self-evaluation through Common European Framework of Reference self-
identification grid, four participants reported that they had A1 level, eight participants
had A2 level, 27 participants had B1 level, 33 participants had B2 level, 25 participants
had C1 level, and 14 participants had C2 level English proficiency.
Table 1 An overview of participants’ demographic information
Variable
Number
Age 18-24
84
25-34
22
35
5
Proficiency A1-A2
12
B1-B2
60
C1-C2
39
Education High school graduate
19
Undergraduate student
43
Bachelor’s degree
29
Master’s student
8
Master’s degree
7
PhD student
5
Native Language Turkish
105
Other
6
53
The participants reported how often they played games from a specific genre
weekly, which game/s they played from each genre, and whether they preferred the
single-player or the multiplayer game mode in each genre. The details of these are
provided in the following paragraphs. The genres of the games reported by the
participants were checked and confirmed based on information from Wikipedia,
Internet Game Database, and Imagine Games Network.
The background information of the participants in terms of their activity with
action game genre demonstrated the following. 29 participants reported that they
played action games up to one hour, 14 participants reported that they played action
games for 1-2 hours, 17 participants reported that they played action games for 2-3
hours, 25 participants reported that they played action games for 3-4 hours, and 26
participants reported that they played action games for five hours or more every week.
The games played by the participants in the action genre involved Apex Legends,
Aragami, Assassin’s Creed, Battlefield, Battlefield 2, Battlefield 4, Battlefield V,
Battlerite, Battlerite Royale, Batman: Arkham City, Batman: Arkham Asylum, Black
Mesa, Borderlands, Call of Duty: Black Ops, Call of Duty: Modern Warfare, Call of
Duty: Warzone, Call of Duty: WWII, Counter Strike 1.6, Counter Strike: Global
Offensive, Crysis, Crysis 2, Crysis 3, Darksiders, Darksiders 2, Darksiders Genesis,
Dead Island Riptide, Deceit, Destiny 2, Dishonored, Dishonored 2, Dishonored Death
of the Outsider, Doom, Dying Lights, Escape from Tarkov, Far Cry, Genshin Impact,
God of War, Fortnite, Grand Theft Auto 3, Grand Theft Auto V, Grand Theft Auto:
Vice City, Grand Theft Auto: San Andreas, Half-Life, Half-Life 2, Halo, Halo Infinite,
Homefront, Hitman, Hunt: Showdown, Left 4 Dead, Left 4 Dead 2, Hunt Showdown,
Killzone 3, Mad Max, Max Payne, Medal of Honor, Medal of Honor: Allied Assault,
Metro 2033, Orcs Must Die! 2, Paladins, Payday 2, PlayerUnknown’s Battlegrounds,
Prototype, Prototype 2, Quake 3, Rainbow Six Siege, Ready or Not, Red Dead
Redemption, Red Dead Redemption 2, Serious Sam 2, Serious Sam 3, Squad,
S.T.A.L.K.E.R., Tom Clancy's Splinter Cell: Blacklist, Tomb Raider, Shadow Warrior,
Sniper: Ghost Warrior, Team Fortress Classic, Team Fortress 2, Vampire: The
Masquerade Bloodhunt, Valorant, Warframe, Wolfenstein, Wolfteam. 35 participants
stated that they preferred the single-player game mode in action games while the
remaining 76 participants reported that they preferred the multiplayer game mode.
54
Regarding the adventure games, 48 participants stated that they played games
from this genre up to one hour, 22 participants stated that they played the adventure
games for 1-2 hours, 16 participants stated that they played adventure games for 2-3
hours, 15 participants stated that they played adventure games for 3-4 hours, and 10
participants stated that they played adventure games for 5 hours or more every week.
The adventure games played by the participants included 12 Minutes, Ark Survival,
Assassin’s Creed, Fallout, Far Cry, Beyond: Two Souls, Bob’s World Super
Adventure, Control, Death Stranding, Devour, Disco Elysium, Dishonored, Don’t
Starve Together, Dying Light, The Elder Scrolls V: Skyrim, The Forest, The Forgotten
City, Ghost of Tsushima, God of War, Grand Theft Auto V, Harry Potter and the
Sorcerer's Stone, Heavy Rain, Hollow Knight, Grim Fandango, Immortals Fenyx
Rising, Inscryption, It Takes Two, Just Cause 3, Just Cause 4, L.A. Noire, The Last of
Us, The Last of Us 2, The Legend of Zelda: Breath of the Wild, Life is Strange, The
Long Dark, Lost Ark, Machinarium, Middle-earth: Shadow of Mordor, Minecraft,
Prince of Persia, Prototype 1, Prototype 2, Rayman, Red Dead Redemption 2, Roblox,
Sea of Thieves, Rogue Legacy 2, The Secret of Monkey Island, Sanitarium, Shovel
Knight, The Stanley Parable, Sherlock Holmes: Nemesis, Subnautica, Terraria, The
Walking Dead, The Wolf Among Us, Tomb Raider, Uncharted, Winter Ember, Watch
Dogs. 79 participants reported that they preferred to play adventure games in single-
player game mode while 32 participants reported that they preferred the multiplayer
game mode in adventure games.
When it comes to role-playing games, 52 participants reported that they played
role-playing games up to an hour, 16 participants reported that they played role-
playing games for 1-2 hours, 13 participants reported that they played role-playing
games for 2-3 hours, 16 participants reported that they played role-playing games for
3-4 hours, and 14 participants reported that they played role-playing games for 5 hours
or more every week. The role-playing games played by the participants involved
ANNO: Mutationem, ArcheAge, Baldur’s Gate, Cyberpunk 2077, Dark Souls, Dark
Souls 3, Deltarune, Diablo, Diablo 2, Diablo 3, Disco Elysium, Divinity: Original Sin
II, Dragon Age: Origins, Dungeons & Dragons, Dying Light, Dying Light 2, The Elder
Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion, The Elder Scrolls V: Skyrim,
Elyon, Eternium, EVE Online, Fallout, Fallout 4, Fallout: New Vegas, Final Fantasy,
Final Fantasy XIV, Final Fantasy XV, Genshin Impact, Grand Theft Auto: V,
GreedFall, Hades, Harry Potter and the Sorcerer's Stone, Horizon: Zero Dawn,
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Icewind Dale, Kingdom Come: Deliverance, Knight Online, The Legend of Heroes,
Lost Ark, Mass Effect, Metin2, Mount & Blade, Mount & Blade: Warband, Mount &
Blade II: Bannerlord, Neverwinter Nights, Neverwinter Nights 2, Neverwinter Nights:
Legends, Neverwinter Nights Kingmaker, Ni no Kuni: Wrath of the White Witch, The
Outer Worlds, Path of Exile, Red Dead Redemption 2, Sea of Thieves, Middle-earth:
Shadow of Mordor, Star Wars: Knights of the Old Republic, Super Mario RPG:
Legend of the Seven Stars, The Witcher, The Witcher 2: Assassins of Kings,
Underworld, The Witcher 3: Wild Hunt, World of Warcraft. 69 of the participants
indicated that they preferred the single-player mode in role-playing games whereas the
remaining 42 stated that they preferred the multiplayer mode in role-playing genre.
In the strategy genre, 49 participants stated that they played strategy games up
to an hour, 11 participants stated that they played strategy games for 1-2 hours, 20
participants stated that they played strategy games for 2-3 hours, 11 participants stated
that they played strategy games for 3-4 hours, and the remaining 20 participants stated
that they played strategy games for 5 hours or more every week. The strategy games
played by the participants included 1944: Battle of the Bulge, Afrika Korps vs Desert
Rats, Age of Empires, Age of Empires II, Age of Empires II Definitive Edition, Age of
Empires III, Age of Mythology, Among Us, Anno 1800 , Call to Arms, Cities: Skylines,
Clash of Clans, Clash Royale, Command & Conquer: Red Alert, Command &
Conquer: Renegade, Company of Heroes, Company of Heroes 2, Coromon, Cossacks,
Crusader Kings, Crusader Kings II, D-Day, The Dark Legions, Dota 2, Empire: Total
War, Empire Earth, Europa Universalis, Europa Universalis IV, Evony, For the King,
Gates of Hell, Hearthstone, Hearts of Iron, Hearts of Iron IV, Heroes of Might &
Magic, Heroes of Newerth, Heroes of the Storm, Humankind, Inscryption, Last Day
on Earth: Survival, League of Legends, League of Legends: Teamfight Tactics,
Legends of Runeterra, The Lord of the Rings: The Battle for Middle Earth, The Lord
of the Rings: The Battle for Middle Earth II, Medieval: Total War, Medieval II: Total
War, Mobile Legends, Moscow to Berlin: Red Siege, Mount & Blade, Mount & Blade:
Warband, Mount & Blade 2: Bannerlord, Northgard, Paladins, Rise of Nations, Rome:
Total War, Total War: Rome II, Sea Battle: Through the Ages, Sid Meier’s Civilization,
Sid Meier’s Civilization V, Sid Meier’s Civilization VI, SimCity, SimCity 4, Slay the
Spire, Starcraft, StarCraft II, Stellaris, Stronghold, Stronghold Crusader, Total War:
Warhammer, Victoria II, Warcraft III. 49 of the participants stated that they preferred
56
playing strategy games single-player. In contrast, the remaining 62 reported that they
preferred playing strategy games in multiplayer game mode.
Finally, in the simulation genre, 50 participants stated that they played
simulation games up to an hour, 14 participants stated that they played simulation
games for 1-2 hours, 19 participants stated that they played simulation games for 2-3
hours, 16 participants stated that they played simulation games for 3-4 hours, and 12
participants stated that they played simulation games for 5 hours or more every week.
The simulation games played by the participants involved American Truck Simulator,
ArmA III, Beholder, Camping Simulator: The Squad, Car Mechanic Simulator 2021,
CarX Drift Racing, Cities: Skylines, City Car Driving, eFootball PES 2021 Season
Update, Euro Truck Simulator, Euro Truck Simulator 2, Factorio, F1 2022, Farming
Simulator, Farming Simulator 18, Farming Simulator 19, Farming Simulator 22,
FIFA 06, FIFA 07, FIFA 08, FIFA 2005, FIFA 2020, FIFA 22, Five Nights at Freddy's,
Flight Simulator, Football Manager 2022, Forza Horizon 4, Forza Horizon 5, Goat
Simulator, House Flipper, Madden NFL 22, Medieval Dynasty, Microsoft Flight
Simulator, MudRunner, NBA 2K, NBA 2K22, Need for Speed, Pro Evolution Soccer
2013, Race Driver: GRID, Roblox, Rocket League, Satisfactory, SimCity, The Sims,
The Sims 3, The Sims 4, Spintires, Stardew Valley, War Thunder, Weird West, WWE
'13, X-Plane 11. 74 participants reported that they preferred the single-player game
mode in simulation games, while 37 participants stated that they preferred the
multiplayer game mode in this genre.
3.2. Data Collection Tools and Procedure
Data collection took part in three phases. These phases involved data collection
through a questionnaire, observations, and interviews, respectively. The quantitative
data of the study were collected through the questionnaire and the observations. The
questionnaire aimed at finding out about the opinions of the participants with regard
to the frequency of learning target language knowledge and practicing target language
skills in different game modes and genres. The questionnaire was composed of
background questions and Likert scale items. The observations targeted calculating the
frequency and the amount of time spent in different computer game modes and genres
for the practicing of target language skills. The qualitative data of the study were
collected through the observation of game streams and semi-structured interviews. The
57
observation aimed at finding out about the types of language learning activities that
take place in gaming sessions in addition to their frequencies and durations. In the
interviews, participants were asked to share their opinions about the quantitative
findings of the study, their ideas about the advantages and disadvantages of learning
English in different game modes and genres, their suggestions for improving the
effectiveness of language learning in specific game modes and genres, and their
expectations from computer games for language learning.
3.2.1 Questionnaire
The first section of the questionnaire is comprised of background questions.
These questions aim at finding out about participants’ home countries, native
languages, ages, levels of education, weekly gaming hours and self-identified English
proficiency levels. The following sections are allocated to action, adventure, role-
playing, strategy, and simulation genres, respectively. In each section, the participants
are first asked to provide information on how frequently they learn the meaning, the
spelling, and the pronunciation of English vocabulary items and grammar structures,
and how frequently they practice English reading, listening, writing, and speaking
skills in computer games of that specific genre according to five-point frequency-based
Likert scale options that include never, rarely, sometimes, often, and always.
In order to ensure the validity and the reliability of the questionnaire, expert
opinions were gathered, and the questionnaire was pilot tested with 31 participants
prior to its application. The validity of the questionnaire was tested through content
validity, face validity, and construct validity evaluations. First of all, six experts were
asked to evaluate the instrument as to whether it measures the intended points so as to
check for readability, clarity and comprehensiveness through 3 options; 0 (the item is
not suitable), 1 (the item can be improved), and 2 (the item is suitable) to find out about
the content validity of the questionnaire. The evaluations of the experts revealed that
all questionnaire items were deemed suitable with a rating of 2. Almanasreh et al.
(2019) stated that an I-CVI (content validity index of an item) of 0.78 is an acceptable
level for the inclusion of an item as part of an analysis by 5-10 experts. The analysis
of the expert ratings corresponds to an I-CVI of 1 out of 1 for each item in the
questionnaire, which indicates an acceptable level.
58
In the pilot testing of the questionnaire, three Likert scale questions were asked
to the participants at the end of the survey to learn about their opinions on the clarity,
readability, and consistency of the items in the questionnaire from 1 (extremely
unclear, extremely unreadable, extremely inconsistent) to 5 (extremely clear,
extremely readable, extremely consistent). The mean score of each of these questions
were analyzed through sign tests to find out whether there was a significant difference
from the neutral hypothesis value of 3 (not sure). The findings indicated that the
median values were significantly higher than the neutral point for clarity (p < .0001),
readability (p < .0001), and consistency with a mean score of (p < .0001). The analysis
indicated that the participants considered the items in the questionnaire to be clear,
readable, and consistent.
Finally, hypothesis tests were carried out in an effort to ensure construct
validity. To this end, the results of studies that have evaluated the effectiveness of
computer games through tests were compared with the results in the questionnaire.
Empirical findings indicated that there were significant vocabulary gains in computer
games with the genres of action, adventure, role-playing, strategy, and simulation with
single-player and multiplayer game modes (Palmberg, 1988; Miller & Hegelheimer,
2006; Ranalli, 2008; Rankin et al., 2009; Bakar & Nosratirad, 2013; Huang & Yang,
2014; Rahman & Angraeni, 2020; DeHaan et al., 2010). The mean scores for the
median of the frequency ratings of vocabulary learning in the aforementioned game
modes and genres in the pilot questionnaire were calculated and compared with the
hypothesis value of 3 (sometimes) through a sign test in order to find out whether the
outcome indicated a significant frequency for the learning of vocabulary items. The
participants reported that they frequently learned new vocabulary items in these game
modes and genres (p = .026). Thus, the pilot findings were in line with existing
literature concerning vocabulary learning in computer games.
There are several empirical studies in the literature which show that computer
games with single-player and multiplayer game modes, and with the genres of action,
adventure, role-playing, strategy, and simulation contribute to the reading skills of
language learners. (Baltra, 1990; Taylor, 1990; Jordan, 1992; Rankin et al., 2009; Chen
& Yang, 2011; Sarı & Chen, 2013; Bytheway, 2015). The mean scores of the ratings
given by the participants in the pilot study for the median of the frequency ratings for
practicing reading in these modes and genres were compared with the hypothesis value
of 3 through a sign test in an effort to find out whether there was a significant frequency
59
of reading practice. The responses of the participants indicated significantly frequent
practicing of reading in all the game modes and genres involved (p = .001), indicating
similarity with the existing literature.
Similar to the improvement of target language reading, the studies also
demonstrate that there is improvement in listening in computer games with single-
player and multiplayer game modes, and action, adventure, role-playing, strategy, and
simulation genres (Baltra, 1990; Taylor, 1990; Rankin et al., 2009; Chen & Yang,
2011). The findings of the pilot questionnaire were also compared to find out whether
the findings were in line with the existing literature. The median frequency rating
scores given by participants to all the genres and modes included in the study were
calculated and compared with the hypothesis value of 3 to check for any significant
differences. Results demonstrated that there is a significantly frequent practicing of
listening in these game modes and genres of (p < .0001) which displayed that the
findings were in accordance with the existing literature.
Unlike the receptive skills of reading and listening, which can naturally occur
in single player and multiplayer online game modes, writing and speaking practice
often happens in multiplayer game mode due to the productive nature of these skills.
There is empirical evidence in the literature that, in various multiplayer games, there
can be practice and improvement in target language writing (Shahrokni et al., 2020)
and speaking (Altınbaş, 2018). In order to find out whether the findings in the pilot
questionnaire are alignment with the findings in the literature, the mean scores of the
frequency ratings of the participants for the practicing of target language writing and
speaking were compared with the hypothesis value of 3 to find out whether there was
significant practicing of these skills in multiplayer games. Both the median score for
writing (p = .043) and the median score for speaking (p = 0.004) were significantly
higher than the hypothesis value, which indicated significantly frequent practicing of
these skills in multiplayer games. Therefore, the findings were found to be in line with
the findings of studies in literature.
Finally, in an effort to ensure the reliability of the questionnaire, its internal
consistency was tested through Cronbach’s alpha (Cronbach, 1951). The results
indicated an acceptable level of reliability (α = 0.930).
Following the analyses for the validity and the reliability of the questionnaire,
the data collection started. The data were collected online via Google Forms. The
60
participants of the questionnaire formed the main participants of the study and
therefore all the participants took part in the questionnaire.
3.2.2. Observation
Following the questionnaire, observations were carried out through the
publicly available streams of each computer game genre to find out about the amount
of time spent on each skill in different game modes and genres (See Appendix B). To
this end, a list of the games the participants reported as the ones that they played were
created. For each mode and genre, the most common game in single-player and
multiplayer was selected for observation. After the identification of the games that was
going to be observed, these games were searched on YouTube for their stream
recordings. Streams are game-play broadcasts which usually display the game that is
being played on the screen while also featuring the streamer that is playing the game
in a small box on the screen through a camera and the voice of the streamer through a
microphone. Game-streams were chosen as the area of observation since they provide
an opportunity to follow both the game and the actions of the player simultaneously.
Streams that featured an English inter-face and a non-native English-speaking
streamer were taken into the scope of the observation. Game streams can feature
additional elements such as introductory activities prior to the gaming session and
interaction with the audience in addition to the actual gaming activity within the
gaming session. Such activities prior to or during the gaming session were excluded
from the scope of the observation. The focus of observation were on in-game activities
of the streamer.
The selection criteria for the game streams involved the following. The game
interface of the stream must be in English, and the main communication language in
multiplayer games must be English. Any use of a language other than English as part
of the gaming session was disregarded during the observation. The streamer must be a
non-native English speaker. This was ensured by searching information about the
streamer through the channel information page or on the Internet. The stream needs to
be audible. Any stream that included inaudible content of the game or inaudible audio
input by the streamer or other players that might be present in multiplayer games were
not taken into the scope of the observation. In cases where any suitable stream meeting
these criteria were unavailable, the next most commonly played game in each game
61
mode and genre combination was searched on previously mentioned platforms for
suitable streams. The stream must also be longer than 30 minutes. Considering the
differing lengths of streams from a couple of minutes to several hours, a standard
observation duration needed to be determined. This duration was identified as 30
minutes in order to have access to a variety of game instances. Streams around 30
minutes were preferred for the observation. In cases where a stream around 30 minutes
that met the other criteria was not available, longer streams were included for the
observation with their first 30 minutes observed.
The observations focused on finding out the types of language practicing
activities in different game modes and genres with their duration and frequency. They
were carried out by first watching the whole target gaming session for developing a
familiarity. Then, the session was rewatched by taking notes of every kind of in-game
language practicing activity. These language practicing instances were noted with their
duration and frequency. For example, if an act of listening started at 13 minutes and
42 seconds of the observation and ended at 13 minutes and 55 seconds, this act of
listening was noted with its description as a 13-second and one-frequency listening
practice. If the same type of listening practice occurred again, then its length and
another frequency count was added to this note. The same steps were applied from the
beginning of the observation till the end.
Based on the aims and the criteria of the observation, the games that were
selected to be observed were Call of Duty: Modern Warfare, Counter Strike: Global
Offensive, The Walking Dead, Minecraft, The Witcher 3: The Wild Hunt, World of
Warcraft, Age of Empires II, League of Legends, Euro Truck Simulator 2, and FIFA
22. Each of these games belonged to a specific genre and game mode within the scope
of the study. Streams of these games were searched on YouTube and the first stream
that best met the observation criteria was selected for observation. The streams that
were included in the observation involved streamers from Bulgaria, China, Denmark,
Germany, Malta, Netherlands, Russia, Taiwan, Turkey, and Ukraine.
The single-player action game observation featured a game stream of Call of
Duty: Modern Warfare, developed by Infinity Ward and published by Activision (See
Figure 2). The game takes its inspiration from conflicts across the world and aims to
provide players as realistic a setting as possible. This first-person shooter merges real-
world settings with fictional ones to create a realistic setting, in which the player must
fulfill certain missions to fight against terrorism and invasion. It is one of the latest
62
installments to a series of games published under the same name. Unlike some other
games published under the franchise, the game takes its setting in modern day. The
players are expected to complete a series of missions in order to finish the game. The
stream observation mostly involved a specific mission, where the player was exposed
to several conversations that mostly take place between the main character and other
characters in the game face-to-face or through radio communication. These
conversations were not only in audio format, but also presented through subtitles.
Figure 2 Call of Duty: Modern Warfare
Note: retrieved from https://blog.activision.com/call-of-duty/2020-05/Call-of-Duty-
Modern-Warfare-The-Story-So-Far
The multiplayer action game observation included a game stream from another
first-person shooter, Counter Strike: Global Offensive, developed and published by
Valve (See Figure 3). The game takes place in imaginary maps, in which two teams,
counter terrorists and terrorists, fight against each other to fulfill certain missions. In
various objective-based game modes, the game sets two teams, the terrorists and the
counter-terrorists, against each another. The most commonly played gameplay features
terrorists planting a bomb as counter-Terrorists try to stop them. In order to fulfill these
missions, players often need to communicate with their teammates. The game stream
involved a player in a team of five competing against another team.
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Figure 3 Counter Strike: Global Offensive
Note: Retrieved from https://blog.counter-strike.net/index.php/2020/04/29701/
The single-player adventure game observation covered a game stream of The
Walking Dead, developed and published by Telltale Games (See Figure 4). The game
takes place in a post-apocalyptic scenario of zombie invasion in Georgia, United
States. The player is expected to survive by performing the required actions and
making sound decisions. The game stream featured a certain part of the game where
the player was exposed to certain cutscenes in the story and performed several actions
in order to get rid of the zombies. In the game, the player encounters several dialogues
as well as their subtitles, and occasionally, the player needs to respond to other in-
game characters by selecting a specific list of responses from a list.
The multiplayer adventure game featured a game stream of Minecraft,
developed and published by Mojang (See Figure 5). Minecraft is a sandbox game
which features a blocky style. Players can utilize several crafting tools and materials
gathered from earth piles to build structures and other related things. They can play
the game single-player against the environment or by teaming up with other players in
the multiplayer game mode. The game stream focused on the adventure mode of the
game, where the player teamed up with other players to perform certain objectives a
labyrinth-like map. Within the game, the players were expected to communicate with
one another, usually through a microphone, in order to survive and perform the
objectives.
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Figure 4 The Walking Dead
Note: Retrieved from
https://telltalegames.fandom.com/wiki/The_Walking_Dead:_Season_One
Figure 5 Minecraft
Note: Retrieved from https://www.minecraft.net/en-us/article/how-minecraft
The single-player role-playing game involved a stream session of The Witcher
3: The Wild Hunt, developed and published by CD Projekt Red (See Figure 6). The
game is set in a fantasy world, where the player takes on the role of a protagonist and
is expected to follow a storyline of events to complete certain quests. There is a
65
detailed character development in the game from equipment of several different items
to development of diverse skills. In the stream, the player interacted with several in-
game characters, mostly through listening to dialogues as well as reading subtitles of
them, to complete the quests. The player also occasionally needed to make certain
decisions in the storyline, often during conversations, which had an impact on the
course of the storyline.
The multiplayer role-playing game featured a stream of World of Warcraft,
developed and published by Blizzard Entertainment (See Figure 7). This game is also
set in a fantasy world, where the player creates a character and develops this character
through different levels via items, skills, and other related features. Similar to the
single-player role-playing game, the player is expected to fulfill certain quests, but in
this game, the player teams up with other players to complete these quests. A typical
server can involve thousands of players who are trying to complete in-game objectives
simultaneously with other players. The stream session focused on instances where the
player teamed up with other players to defeat some characters in the game. In order to
do this, the player was expected to communicate with the other players through a
microphone to display a better performance as a team.
Figure 6 The Witcher 3: The Wild Hunt
Note: Retrieved from https://www.thewitcher.com/us/en/witcher3#media
66
Figure 7 World of Warcraft
Note: Retrieved from https://news.blizzard.com/en-us/world-of-
warcraft/23837944/get-into-the-grid-of-things-with-the-updated-ui-and-hud
The single-player strategy game involved a stream of a real-time strategy game,
Age of Empires II: Definitive Edition, developed by Forgotten Empires and published
by Xbox Game Studios (See Figure 8). The game has different settings, maps, and
campaigns, in which players are expected to complete certain quests to win. The
gaming session required the player to complete a quest with real historical background.
In the gaming session, the player was expected to read and listen to a storyline to
perform specific tasks by commanding some characters and a group of units. While
doing this, the player also read and listened to different in-game characters.
The multiplayer strategy game featured a streaming session of League of
Legends, developed and published by Riot Games (see Figure 9). League of Legends
is a multiplayer online battle arena, in which players team up in teams of five to
compete against another team of five. The game features casual and competitive game
modes which relies heavily on cooperation among teammates. Within the game,
players are expected to communicate with one another by typing messages, through a
microphone, or via using certain signs to indicate their messages. In the gaming
session, the player communicated with teammates via a microphone to achieve a better
in-game performance.
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Figure 8 Age of Empires II: Definitive Edition
Note: Retrieved from https://www.ageofempires.com/news/visual-look-at-aoe2de/
Figure 9 League of Legends
Note: Retrieved from https://nexus.leagueoflegends.com/en-au/2019/12/unleashing-
the-elements/
The single-player simulation game included a streaming session of Euro Truck
Simulator 2, developed and published by SCS Software (See Figure 10). The game
expects players to convey different types of cargo across countries and cities. While
doing this, the player is often required to monitor specific messages, reports, and notes
to avoid problems. In the stream, the player was expected to deliver cargo from one
68
city to another. While doing this, he followed the notification panel to learn about
reports regarding the mission and the vehicle. The multiplayer simulation game
included a stream of FIFA 22 by EA Sports (See Figure 11). In the game, players
compete against other players with the aim of winning matches. In the gaming session,
the player competed against other players to win these matches. In the meantime, the
player was exposed to the comments and the remarks of the speaker, and the
commentator based on the actions in the game.
Figure 10 Euro Truck Simulator 2
Note: Retrieved from https://eurotrucksimulator2.com/buy.php
Figure 11 FIFA 22
Retrieved from https://fifauteam.com/fifa-22-screenshots/
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3.2.2. Interview
After the collection and the analysis of the quantitative data, interviews were
carried with volunteering participants to learn about in-depth information regarding
their opinions on the differences in computer game modes and genres in terms of
learning and practicing English (See Appendix C). The interview questions were
prepared in an effort to learn about the general opinions of the participants about
language learning in specific game modes and genres in addition to their opinions
about the outcomes of the present study. In the questionnaire, the final item asked
participants whether they would be willing to take part in an interview to share their
opinions of computer games and language learning in more detail. The participants
that volunteered were informed about the interview through emails, and they were
invited to participate on a voluntary basis. The participant selection was carried out
from the participants who replied the invitation email positively. Purposive sampling
was used to select the participants to be interviewed among the volunteers based on
which participants could provide the most relevant information considering their level
of involvement in specific game modes and genres according to noteworthy findings
from the quantitative analysis. In total, 10 volunteering participants were needed for
the interview to share their ideas on language learning in one of the two game modes
and one of the five genres involved in the study. For example one participant was
expected to share opinions on language learning in single-player adventure games
whereas another one was expected to share opinions on language learning in
multiplayer strategy games. The criteria for the selection of participants for the
interview were volunteering to take part in the interview, playing the most frequently
played game in the questionnaire, which was at the same time the observed game
during the observations, in a specific game genre and mode, and spending the highest
amount of time to this specific genre in weekly gaming. If no volunteering participants
met the last two criteria in a specific genre and game mode, a participant that met one
of these criteria was selected for the interview in that specific game mode and genre.
After the identification of the participants to take part in the interviews, the interviews
were carried out online or face-to-face depending on the preference of the participant.
The meetings were recorded and transcribed with the help of Microsoft Word. Then
analyzed via QDA Miner.
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In total, 10 participants were selected for the study (See Table 2 for an
overview). Each participant was selected to share their ideas on computer games and
language learning, focusing on a single game-mode and genre combination, in order
to get opinions about all game modes and genres that were involved in the study and
achieve a dataset as balanced as possible. This does not mean that each participant only
shared opinions about a single game mode and genre and did not voice any ideas about
the other game modes and genres at all. The participants of the present study have
experience with all the genres involved in the present study. Thus, they occasionally
shared their opinions about other game modes and genres, as well. However, most of
their responses focused on the genre that they were selected to be interviewed about,
and the game mode they preferred in this genre. The participants were also given
pseudonyms based on the game mode and genre on which they were asked to focus.
The pseudonyms were created by adding game mode, genre, and respondent. For
example, the participant that was selected for action games and preferred the single-
player game mode was given the pseudonym single-player action game respondent.
Table 2 Overview of interview participants
Pseudonyms of the
participants
Games played in the
game mode and genre
combination
Educational
Background
Perceived
English
Proficiency
Single-player action
game respondent
Call of Duty series, God
of War series, Grand
Theft Auto series and
Max Payne series
Undergrad.
student
B2
Multiplayer action game
respondent
Counter-Strike Global
Offensive, Apex Legends,
Valorant, Fortnite
Undergrad.
student
B2
Single-player adventure
game respondent
Machinarium, the
Walking Dead
Master’s
degree
C1
Multiplayer adventure
game respondent
Terraria, Minecraft, Life
is strange, Genshin
Impact, Lost Ark
Undergrad.
student
C1
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Table 2 (Continued)
Pseudonyms of the
participants
Games played in the
game mode and genre
combination
Educational
Background
Perceived
English
Proficiency
Single-player role-
playing game respondent
The Witcher 3: The Wild
Hunt, The Elder Scrolls
V: Skyrim, Fallout
PhD student
B1
Multiplayer role-playing
game respondent
World of Warcraft
PhD student
C2
Single-player strategy
game respondent
Total War series, Hearts
of Iron 4, Age of Empires
series, Red Alert series
Undergrad.
student
C1
Multiplayer strategy
game respondent
League of Legends
Bachelor’s
Degree
C1
Single-player simulation
game respondent
Euro Truck Simulator 2,
Cities: Skylines
Undergrad.
student
B2
Multiplayer simulation
game respondent
FIFA 21, F1 2021
Undergrad.
student
C1
3.3. Data Analysis
Quantitative and qualitative data analysis techniques were used to find answers
to the research questions of the study (see Table 3 for a brief summary of the
procedure). Firstly, the questionnaire was carried out and analyzed through statistical
techniques in order to find out about the differences between and within different game
modes and genres in terms of learning and practicing target language knowledge and
skills. Following the questionnaire, the observations were conducted and analyzed via
content analysis to understand what type of language practicing activities take place in
different game modes and genres. Finally, the interviews were implemented and
analyzed through thematic analysis to learn about the opinions of the participants
regarding language learning in different game modes and genres.
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Table 3 Summary of the research questions, data collection tools and data analysis
techniques
Research
question
To be answered by
Data Col.
Tool
Analysis technique
Research
Question 1
Comparing the frequency
of learning target language
knowledge and practicing
target language skills
between single-player and
multiplayer game modes.
Questionnaire
Descriptive analysis
Mann-Whitney U test
Effect size
(Pallant, 2010)
Research
Question 2
Comparing the frequency
of learning target language
knowledge and practicing
target language skills
among the genres.
Questionnaire
Descriptive analysis
Friedman Test
Effect size
(Pallant, 2010)
Research
Question 3
Comparing the frequency
of learning target language
knowledge and practicing
target language skills
within each genre.
Questionnaire
Descriptive analysis
Friedman Test
Effect size
(Pallant, 2010)
Research
Question 4
Identifying the activities of
language learning and
practicing in different
game modes and genres.
Observation
of streams
Content Analysis
(Erlingsson &
Brysiewicz, 2017)
Research
Question 5
Evaluating the opinions of
gamer language learners in
terms of learning and
practicing target language
knowledge and skills in
different game modes and
genres.
Interview
Thematic Analysis
(Braun & Clarke,
2006)
73
3.3.1. Analysis of the Questionnaire
The findings of the questionnaire were analyzed through SPSS by following
the guidelines provided by Pallant (2010). In an effort to answer the first research
question, the frequency ratings given by participants to single-player and multiplayer
game modes in terms of learning vocabulary and grammar, and practicing target
language reading, listening, writing and speaking were compared to find out whether
there were significant differences. To do this, first of all, the median of the rating given
by participants to single-player and multiplayer game modes on the frequency of
learning the meaning, the spelling, and the pronunciation of vocabulary and grammar
items was calculated for each participant to create an overall vocabulary learning and
grammar learning frequency. Then the overall vocabulary learning and grammar
learning frequency, and the frequency of practicing reading, listening, writing, and
speaking in single-player and multiplayer game modes were compared with each other
through Mann-Whitney U tests to find out whether there was a significant difference
between the two for the frequency of learning and practicing each target language
knowledge and skill type. Following this analysis, the results were evaluated with
regard to their effect sizes through Pearson’s r based on Cohen’s (1988) suggestions.
In order to answer the second research question, the ratings given by
participants for each computer game genre in terms of the frequency of overall
vocabulary and grammar learning, and practicing reading, listening, writing, and
speaking were compared. For example, the vocabulary learning frequency rating of all
five genres was compared with each other to find out whether there is a significant
difference among these genres with regard to learning target language vocabulary. The
same was applied for grammar, reading, listening, writing and speaking, respectively.
These comparisons were carried out via Friedman Tests owing to the repeated
measures design. If there appeared a significant difference among computer game
genres in any of the aforementioned target language knowledge and skill types as a
result of the test, post-hoc Wilcoxon signed-rank tests with Bonferroni correction were
applied to find out about pairwise differences among the genres. For instance, if there
was a significant difference among all genres in terms of reading practice frequency,
post-hoc pairwise comparisons via Wilcoxon signed-rank tests with Bonferroni
correction were to be conducted to understand whether there were significant
differences between pairs of genres. This was aimed at identifying whether there is
74
more frequent reading practice in that specific genre compared to some others or all
others. Following the Friedman test and the post hoc, the results were evaluated with
regard to their effect sizes via Pearson’s r based on Cohen’s criteria (1988).
To answer the third research question, the frequency ratings provided by
participants for each computer game genre with regard to learning target language
knowledge and practicing skills were compared with each other. For instance, the
vocabulary, grammar, reading, listening, writing, and speaking frequency ratings of
role-playing games were compared to find out whether there was a significant
difference in learning and practicing language knowledge and skills in this genre. The
same was applied for the other genres. The comparisons were conducted through
Friedman tests due to the repeated measures design. If any significant difference was
found among the effectiveness ratings of knowledge and skill types within any of the
genres as a result of the Friedman test, post-hoc pairwise comparisons were carried out
via multiple Wilcoxon signed-rank tests with Bonferroni correction to uncover
pairwise differences. For example, if the knowledge and skill ratings within strategy
games genre differed significantly, post-hoc Wilcoxon signed-rank tests were carried
out to find out whether there are pairwise differences between target language
knowledge and skill types. The goal was to discover whether the exposure to any
specific knowledge and skill type is more effective or less effective than the others in
a specific genre. Following this analysis, the effect size of any potentially significant
outcome was calculated.
3.3.2 Analysis of the Observations
The type of language practicing activities that were identified in the
observations were analyzed via content analysis by following the guidelines of
Erlingsson and Brysiewicz (2017) to answer the fourth research question. In addition
to this, the durations of language practicing were analyzed via descriptive statistics to
gain further insights into the first three research questions. Firstly, the game streams
were watched as a whole to become familiar with the content and the type of language
practicing activities that occur in gaming sessions. In the second cycle of the
observation, meaning units were identified and condensed to formulate codes. Finally,
the codes were grouped into categories to finalize the analysis. These codes and
categories were used to provide answers to the fourth research question. In order to
75
ensure the reliability and the validity of the analysis, the suggestions of Noble and
Smith (2015) regarding the truth value, consistency, neutrality, and applicability of the
analysis were taken into consideration. Two independent researchers were consulted
to check sample datasets to comment on the codes and categories identified by the
researcher to check for truth value, consistency, and neutrality. These researchers had
complete agreement with the researcher in the identification of the codes and
categories. The steps of the analysis were clearly described, and the codes and
categories created as a result of the analysis were plainly shared with the readers in
order to increase neutrality and confirmability. Also, samples were provided from the
observation for each category that was identified to increase the transparency of the
data. In addition to these, the findings of the observation were triangulated by
comparing them to the findings of the questionnaire in the findings of the observation
section, and by comparing them to the findings of the interview under the findings of
the interview section to ensure applicability. Another step in achieving applicability
was to compare the present findings with other findings in the literature.
In addition to content analysis, descriptive notes were also taken during the
observation. The duration and frequency of each code was noted during the
observation. At the end of the observation, the overall duration and code frequency for
the practicing of target language reading, listening, writing, and speaking were
calculated and the percentage for the practicing of each language skill was noted.
These were compared with the outcome of the questionnaire data to find out potential
similarities and differences to gain further insights about the first three research
questions.
3.3.3. Analysis of the Interviews
Finally, the interview transcripts were analyzed with a deductive approach
through thematic analysis considering the guidelines provided by Braun and Clarke
(2006) to find answers to the fifth research question. Microsoft Word was utilized for
the transcription of the interview records, and the analysis was carried out via a
computer software, QDA Miner. First of all, the interviews were transcribed and read
in detail in order to increase familiarity with the dataset. This was followed by the
initial coding process in which the data were organized according to the most basic
segments. After the identification of the codes, the codes were grouped into categories,
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and then the categories were grouped into major themes. Since the interviews were
carried out in a semi-structured way and the questions focused on specific aspects of
computer games and language learning, the creation of the categories and the themes
via the codes was mostly theory-driven. At the end of the analysis, the findings were
reported with samples from the responses of the participants. Similar with the analysis
of the observation, the suggestions of Noble and Smith (2015) were taken into
consideration in order to ensure the truth value, consistency, neutrality, and the
applicability of the data. To increase truth value and consistency of the codes,
categories, and the themes, member checking were utilized. Two participants were
asked to share their opinions about how their responses were coded, categorized, and
themed by sharing samples of their responses and units of analyses as is. In order to
enable confirmability, participant responses were provided for each theme and
category that was uncovered as a result of the analysis. To ensure applicability, the
findings of the interview were compared with the findings of the questionnaire and the
observation, and the findings were also compared with existing findings in the
literature to gain insights into similar issues from different backgrounds.
77
CHAPTER IV
FINDINGS
4.0. Presentation
The findings section involves in-depth information about the results of the data
analysis. It details the findings related to each research question in the study by
elaborating on the available results on each research question through a chronological
order of the data collection and analysis processes. First of all, it gives a description of
the findings related to the comparison of single-player and multiplayer game modes
on the perceived frequency of learning target language knowledge and practicing
target language skills. Then it provides an extensive account of the comparison of
different computer game genres based on the perceived frequency of learning target
language knowledge and practicing target language skills. This is followed by a
comparison of perceived frequency of learning and practicing target language
knowledge and skills within each genre. After the findings of the questionnaire, the
findings of the observation are first provided from the perspective of the first three
research questions. Then the results are detailed further to provide an extensive outlook
for the activities of target language practicing in games with different game modes and
genres via extracts from the observations to provide further understanding of the
analysis. Finally, the opinions of the participants on computer games and language
learning in games with different game modes and genres are reported thoroughly. The
opinions are accounted both via the analysis and sample participant responses to offer
more profound insights into the opinions of gamer learners of English.
4.1. Comparison of Single-player and Multiplayer Game Modes
To find out about the first research question 1 (Is there a significant difference
between single-player and multiplayer computer game modes in terms of (a) learning
78
target language vocabulary items, (b) learning target language grammar structures, (c)
practicing target language reading, (d) practicing target language listening, (e)
practicing target language writing, (f) practicing target language speaking?), the
responses of the participants who prefer the single-player game mode and multiplayer
game mode were compared with each in each genre to find out about potential
differences in the perceived learning and practicing frequency of target language
knowledge and skills. Mainly, Mann-Whitney U tests were used for comparing the
responses of the participants that prefer single-player and multiplayer game mode on
their perceived learning and practicing frequency of target language knowledge and
skills.
First of all, the median value of the participant responses for the perceived
learning frequency of the meaning, the spelling, and the pronunciation of vocabulary
items were calculated in each genre to find the overall vocabulary learning frequency.
Then, the overall vocabulary learning frequency of the participants who prefer the
single-player game mode and the participants who prefer the multiplayer game mode
were compared with each other in each genre via a Mann-Whitney U test in an effort
to find out whether there was a significant difference between the two. The same
process was carried out for the frequency of grammar learning to understand whether
there was a significant difference between the two game modes in terms of the
perceived learning frequency, as well.
Following the comparisons based on the perceived frequency of vocabulary
learning and grammar learning between single-player and multiplayer game modes,
the perceived reading practice frequency of the participants who prefer the single-
player game mode and multiplayer game mode were compared with each other via a
Mann-Whitney U test in each genre to find whether there exited any significant
difference. This was carried out to uncover whether there was a significant difference
in the perceived practicing frequency of the participants preferring the single-player
game mode and the participants preferring the multiplayer game mode. The same
analysis was conducted on the perceived practice frequency of listening, writing, and
speaking to understand whether there was a significant difference in the practicing of
these skills between the single-player and multiplayer game modes, as well. Any
statistical significance was further analyzed via effect size.
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4.1.1. Overall Findings of the Comparison of Single-player and
Multiplayer Game Modes
This section provides a summary of the findings in relation to the first research
question. These results are described in further detail based on each target language
knowledge and skill in the following sections. The findings do not show a significant
difference between single-player and multiplayer game modes with regard to the
frequency of learning grammar and vocabulary. Therefore, the results suggest a
negative answer for research questions 1a and 1b. For the practice frequency of reading
and listening, there is significant difference between single-player and multiplayer
game modes only in the role-playing genre, favoring the single-player game mode.
However, in the other four genres, there is no significant difference. That’s why the
findings also point towards a negative answer for research questions 1c and 1d, as well.
On the other hand, the comparisons between the single-player and the
multiplayer game mode indicate significant differences in terms of the frequency of
writing practice and speaking practice. In the practice frequency of these skills, there
is a significant difference in each genre between the single-player and multiplayer
game modes. According to the findings, gamers who prefer the game multiplayer game
mode are engaged in considerably more writing and speaking practice than those who
prefer the single-player game mode. As a result, the findings of the questionnaire
indicate a positive answer in terms of research questions 1e and 1f.
4.1.2. Comparison of Single-player and Multiplayer Game Modes Based
on Vocabulary Learning
A comparison of single-player and multiplayer game modes based on the
frequency of vocabulary learning revealed that the average participant reported a
frequency between sometimes and often in terms of vocabulary learning frequency
regardless of the game mode in all genres (See Figure 12). The highest level of
vocabulary learning frequency was reported in multiplayer adventure games while the
lowest level was reported in single-player simulation games. The highest vocabulary
learning difference between the single-player and multiplayer game mode was in
adventure games, and the lowest difference between the two game modes was in role-
playing games.
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Figure 12 Comparison of single-player and multiplayer game modes in terms of
overall vocabulary learning frequency
A Mann-Whitney U test was carried out to find out whether the frequency of
vocabulary learning between the single-player and multiplayer game modes in each
genre were significantly different from each other. The differences between the single-
player and the multiplayer game modes in none of the genres were found to be
significantly different (U = 1141.5, p = 0.215 for action; U = 1088.5, p = 0.236 for
adventure; U = 1263, p = 0.244 for role-playing; U = 1267, p = 0.123 for strategy; and
U = 1210, p = 0.308 for simulation).
4.1.3. Comparison of Single-player and Multiplayer Game Modes Based
on Grammar Learning
The comparisons between the single-player game mode and multiplayer game
mode based on each genre in terms of the frequency of grammar learning uncovered
that the average participant reported a grammar learning frequency between rarely and
sometimes (See Figure 13). The highest level of grammar learning frequency was
reported in single-player role-playing games. On the other hand, the lowest level of
grammar learning frequency was reported in single-player simulation games. The
largest difference in the grammar learning frequency between the single-player and
multiplayer game modes was in simulation games, whereas the smallest was in role-
playing games.
Action Adventure Role-playing Strategy Simulation
Single-player Median
3 4 4 3 3
Multiplayer Median
4 4 4 4 3
Single-player Mean
3.31 3.46 3.6 3.22 2.89
Multiplayer Mean
3.6 3.81 3.33 3.53 3.18
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
81
Figure 13 Comparison of single-player and multiplayer game modes in terms of
overall grammar learning frequency
In order to find out whether the statistical differences between single-player
and multiplayer game modes of each genre with regard to the frequency of learning
grammar was significantly different from each other, a Mann-Whitney U test was
conducted. The findings indicated that none of the averages for overall grammar
learning were significantly different from each other (U = 1153, p = 0.243 for action;
U = 1233, p = 0.838 for adventure; U = 1396, p = 0.744 for role-playing; U = 1366, p
= 0.351 for strategy; and U = 1110, p = 0.095 for simulation).
4.1.4. Comparison of Single-player and Multiplayer Game Modes Based
on Reading Practice
The descriptive analysis of the comparison between the single-player and the
multiplayer game modes in terms of the frequency of reading practice revealed that
the average participant reported a reading practice frequency from sometimes to often
in all genres in both single-player and multiplayer game modes (See Figure 14). The
highest level of reading frequency was reported in single-player role-playing games
whereas the lowest level of reading frequency was in single-player simulation games.
The largest difference between the single-player and the multiplayer game mode in
terms of reading practice frequency was in role-playing games. In contrast, the smallest
difference of reading practice frequency was observed in action games.
Action Adventure Role-playing Strategy Simulation
Single-player Median
3 3 3 3 2
Multiplayer Median
3 3 3 3 3
Single-player Mean
2.51 2.93 2.97 2.67 2.35
Multiplayer Mean
2.81 2.78 2.88 2.9 2.7
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
82
Figure 14 Comparison of single-player and multiplayer game modes in terms of
reading practice frequency
Following the descriptive analysis, inferential analysis was conducted to
understand whether any of the differences in each genre based on single-player and
multiplayer game modes demonstrated statistical significance. The findings indicated
that there was a significant difference only in role-playing games (U = 1044.5, p =
0.010). This statistical significance indicated a small effect size (r = 0.24). The other
differences were not statistically significant (U = 1311, p = 0.901 for action; U = 1177,
p = 0.556 for adventure; U = 1454, p = 0.691 for strategy; and U = 1288, p = 0.606 for
simulation).
4.1.5. Comparison of Single-player and Multiplayer Game Modes Based
on Listening Practice
The analysis of listening practice frequency in single-player and multiplayer
game modes of different genres indicated that the average participant reported a
listening practice frequency from sometimes to often (See Figure 15). The highest
level of listening frequency was reported in multiplayer action games, whereas the
lowest level of listening frequency was reported in single-player simulation games.
The largest difference between single-player and multiplayer game modes in listening
frequency was reported in role-playing games, while the smallest difference was
observed in adventure games.
Action Adventure Role-playing Strategy Simulation
Single-player Median
4 4 4 4 3
Multiplayer Median
4 4 4 4 3
Single-player Mean
3.54 3.7 3.97 3.59 3.1
Multiplayer Mean
3.55 3.62 3.26 3.69 3.27
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
83
Figure 15 Comparison of single-player and multiplayer game modes in terms of
listening practice frequency
In an effort to find out whether the differences between the single-player and
the multiplayer game modes of each genre demonstrated a significant difference, a
Mann-Whitney U test was carried out for each comparison. The results indicated that
there was a significant difference between single player role-playing games and
multiplayer role-playing games in terms of listening frequency (U = 1020, p = 0.007)
with a small effect size (r = 0.25). The other comparisons did not reveal a significant
difference (U = 1097, p = 0.110 for action; U = 1092, p = 0.249 for adventure; U =
1308, p = 0.200 for strategy; and U = 1265, p = 0.504 for simulation).
4.1.6. Comparison of Single-player and Multiplayer Game Modes Based
on Writing Practice
It was found as a result of the descriptive analysis of the comparison between
single-player game mode and multiplayer game mode of the genres that the average
participant reported a writing practice frequency between rarely and sometimes in all
genres (See Figure 16). The practice frequency was reported to be higher in
multiplayer game mode than the single player game mode in all genres. The highest
level of writing practice was reported in multiplayer adventure games, whereas the
lowest level was reported in single-player simulation games. The largest difference
between single-player and multiplayer game modes with regard to writing frequency
Action Adventure Role-playing Strategy Simulation
Single-player Median
4 4 4 3 3
Multiplayer Median
4 3 3 4 3
Single-player Mean
3.8 3.55 3.81 2.9 2.8
Multiplayer Mean
4.28 3.31 3.11 3.2 3.05
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
84
was in role-playing games. In contrast with this, the smallest difference was observed
in simulation games.
Figure 16 Comparison of single-player and multiplayer game modes in terms of
writing practice frequency
To uncover whether the descriptive differences displayed statistical
significance, a Mann-Whitney U test was applied for the differences between the
single-player and multiplayer mode in each genre. It was found as a result of the
analysis that all the differences were statistically significant (U = 904, p = 0.005 for
action; U = 708, p < 0.0001 for adventure; U = 925, p = 0.001 for role-playing; U =
1117, p = 0.014 for strategy; and U = 1038, p = 0.030 for simulation). The significance
levels had small effect size for action (r = 0.26), medium effect size for adventure (r =
0.35), medium effect size for role-playing (r = 0.31), small effect size for strategy (r =
0.23), and small effect size for simulation (r = 0.20).
4.1.7. Comparison of Single-player and Multiplayer Game Modes Based
on Speaking Practice
The descriptive comparison of single-player and multiplayer game modes with
regard to the frequency of speaking practice revealed that the average participant
reported a speaking practice frequency from rarely to often in terms of speaking
practice frequency (See Figure 17). The speaking practice frequency was considerably
higher in multiplayer game mode compared to single player game mode in all genres.
Action Adventure Role-playing Strategy Simulation
Single-player Median
2 2 2 2 2
Multiplayer Median
2.5 3 3 3 2
Single-player Mean
2.02 2.01 2.02 2.24 2
Multiplayer Mean
2.8 3.03 2.95 2.9 2.48
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
85
The highest level of speaking practice frequency was reported in multiplayer action
games whereas the lowest level of speaking practice frequency was in single-player
simulation games. The largest difference of speaking practice frequency between the
single-player and multiplayer game modes was in action games, whereas the smallest
difference was observed in strategy games.
Figure 17 Comparison of single-player and multiplayer game modes in terms of
speaking practice frequency
To find out whether the differences between the single-player and multiplayer
game modes displayed any statistical significance, a Mann-Whitney U test was carried
out to compare the game modes in each genre. It was found that all the differences
were statistically significant (U = 603, p < 0.0001 for action; U = 836, p < 0.004 for
adventure; U = 1077, p = 0.020 for role-playing; U = 1140, p = 0.021 for strategy; and
U = 928, p = 0.004 for simulation). The statistical significances demonstrated medium
effect size for action (r = 0.45), small effect size for adventure (r = 0.27), small effect
size for role-playing (r = 0.22), small effect size for strategy (r = 0.21), and small effect
size for simulation (r = 0.27).
4.2. Comparison of the Genres Based on Target Language Knowledge
and Skills
In order to find out about the second research question (Is there a significant
difference among action, adventure, role-playing, strategy, and simulation genres in
Action Adventure Role-playing Strategy Simulation
Single-player Median
2 2 2 2 2
Multiplayer Median
4 3 3 3 3
Single-player Mean
2.3 2.17 2.33 2.16 2
Multiplayer Mean
3.71 3 3 2.72 2.75
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
86
terms of: (a) learning target language vocabulary items, (b) learning language grammar
structures, (c) practicing target language reading, (d) practicing target language
listening, (e) practicing target language writing, (f) practicing target language
speaking?), the learning and practicing frequency of each knowledge and skill type in
each genre were compared with each other. Firstly, the overall vocabulary learning
frequency in action, adventure, role-playing, strategy, and simulation genres were
compared with each other through a Friedman test to find out whether the difference
was significantly different. Any significant outcome was further analyzed via pairwise
comparisons with a Bonferroni correction through multiple Wilcoxon signed-rank
tests. In addition, effect size and power calculations were conducted for significant
outcomes. Following this, the same procedures were applied to the frequency of
grammar learning, reading practice, listening practice, writing practice, and speaking
practice.
4.2.1. Overall Findings of the Comparison of the Genres Based on Target
Language Knowledge and Skills
This section includes a summary of the findings in relation to the second
research question. These results are explained in further detailed in the following
sections.
The findings indicate significant differences across the genres based on the
frequency of vocabulary learning, grammar learning, reading practice, writing
practice, listening practice, and speaking practice. Pairwise comparisons indicate that
the main reason for the differences in vocabulary learning, grammar learning, and
reading practice stems from lower levels of learning within the simulation genre.
Therefore, the results indicate a positive answer for research questions 2a, 2b, and 2c.
In terms of listening and speaking practice, it was found that the most important
contributor of the significant difference in these skills was the higher levels of practice
frequency in action games. Hence, the findings signify a positive answer for research
questions 2d and 2f, as well. Finally, the pairwise comparison in writing practice
mainly stemmed from higher level of writing practice in the strategy genre and lower
level of practice in the simulation genre. The findings also point to a positive answer
for research question 2e.
87
4.2.2. Comparison of the Genres Based on the Frequency of Vocabulary
Learning
A descriptive analysis of the vocabulary learning frequency of the participants
revealed that participants reported an average vocabulary learning frequency between
sometimes and often in the five genres (See Figure 18). The highest level of vocabulary
learning frequency was reported in adventure games whereas the lowest level of
vocabulary learning frequency was reported in simulation games. In all the responses
except for the simulation genre, the median response was often. In the simulation
genre, the median response was sometimes.
Figure 18 Comparison of the genres based on overall vocabulary learning frequency
A Friedman test was conducted to find out whether the differences of overall
vocabulary learning frequency among the genres demonstrated statistical significance.
The results indicated that there was a significant difference among the genres in terms
of vocabulary learning frequency (χ2(4) = 19.026, p = 0.001). An effect size analysis
of this statistical significance through Kendall’s W revealed that the significance had
a small effect size of 0.043. To find out which specific differences caused the
significance, pairwise comparisons were carried out via Wilcoxon signed-rank tests
with Bonferroni correction. The findings indicated that the differences between action
and simulation genres (Z = 3.631, p < 0.0001), adventure and simulation genres (Z =
4.148, p < 0.0001), and role-playing and simulation genres (Z = 3.551, p < 0.0001)
Action Adventure Role-playing Strategy Simulation
Median
4 4 4 4 3
Mean
3.51 3.56 3.5 3.39 2.99
1
2
3
4
5
Freqeuency (1 = Never, 5 = Always)
88
were statistically significant. The effect sizes were small for the comparison between
action and simulation (r = 0.24), adventure and simulation (r = 27), and role-playing
and simulation (r = 0.23). That’s why, it was concluded that the main reason for the
significant difference resulted from the relatively lower frequency of vocabulary
learning in simulation genre.
4.2.3. Comparison of the Genres Based on the Frequency of Grammar
Learning
The descriptive statistics of the comparison of genres based on the frequency
of grammar learning showed that the average participant reported a grammar learning
frequency from rarely to sometimes in the five genres (See Figure 19). The highest
frequency of grammar learning was observed in role-playing games while the lowest
frequency was in simulation games. In all the genres, the median response was
sometimes except for the case of simulation games, in which the median response was
rarely.
Figure 19 Comparison of the genres based on overall grammar learning frequency
To understand whether the differences among the groups had statistical
significance, a Friedman test was carried out. The findings of the Friedman test
indicated that there was a significant difference among the genres (χ2(4) = 15.148, p
= 0.004). The effect size of this significance was small, just like the comparison based
on vocabulary learning, according to Kendall’s W (0.034). Pairwise comparisons with
Action Adventure Role-playing Strategy Simulation
Median
3 3 3 3 2
Mean
2.72 2.8 2.9 2.8 2.4
1
2
3
4
5
Freqeuency (1 = Never, 5 = Always)
89
a Bonferroni correction indicated that there were significant differences between role-
playing and simulation genres (Z = 3.478, p = 0.0001), and strategy and simulation
genres (Z = 2.847, p = 0.004). Both differences had small effect size (r = 0.23 for the
comparison between role-playing and simulation, and r = 0.19 for the comparison
between strategy and simulation). The other pairwise differences were not statistically
significant. It was concluded that, similar to vocabulary learning frequency, the main
difference in grammar learning frequency was also caused by the low frequency level
of simulation games.
4.2.4. Comparison of the Genres Based on the Frequency of Reading
Practice
The descriptive analysis of reading practice frequency demonstrated that the
participants reported an average reading practice frequency from sometimes to often
in all the genres involved (See Figure 20). The highest level of reading practice
frequency was reported in the role-playing genre. In contrast with this, the lowest level
of reading practice frequency was seen in the simulation genre. Similar to the previous
two analyses, there was a median difference between simulation genre and the other
genres. In action, adventure, role-playing, and strategy genres, the median response
was often, while the median response in the simulation genre was sometimes.
Figure 20 Comparison of the genres based on reading practice frequency
Following the descriptive analysis, a Friedman test was applied to the
comparisons to find out whether the differences displayed statistical significance. The
Action Adventure Role-playing Strategy Simulation
Median
4 4 4 4 3
Mean
3.54 3.68 3.7 3.64 3.16
1
2
3
4
5
Freqeuency (1 = Never, 5 = Always)
90
findings of the test indicated that the differences were statistically significant (χ2(4) =
32.449, p < 0.001). Effect size analysis based on Kendall’s W indicated that the
significance had a small effect size (W = 0.053). Pairwise comparisons through
Wilcoxon signed-rank tests with a Bonferroni correction revealed that the differences
between action and simulation genres (Z = 2.804, p = 0.005), adventure and simulation
genres (Z = 3.358, p = 0.001), role-playing and simulation genres (Z = 3.590, p <
0.0001), and strategy and simulation genres (Z = 3.371, p = 0.001) were statistically
significant. The comparison between action and simulation genres had small effect
size (r = 0.18), adventure and simulation had small effect size (r = 0.22), role-playing
and simulation had small effect size (r = 0.24), and strategy and simulation had small
effect size (r = 0.22), as well. Similar to the previous evaluations, the main reason for
the statistical significance in reading practice frequency also resulted from low
frequency level in simulation genre.
4.2.5. Comparison of the Genres Based on the Frequency of Listening
Practice
The descriptive evaluation of the participants’ responses for listening practice
frequency revealed that the average participant reported a listening frequency between
sometimes and often in all genres (See Figure 21). The highest level of listening
practice frequency was reported in the action genre whereas the lowest level was
reported in simulation genre. In action, adventure, and role-playing genres, the median
response to listening practice frequency was often. By contrast, the median response
to listening practice frequency in strategy and simulation genres was sometimes.
Figure 21 Comparison of the genres based on listening practice frequency
Action Adventure Role-playing Strategy Simulation
Median
4 4 4 3 3
Mean
4.13 3.48 3.54 3.09 2.92
1
2
3
4
5
Freqeuency (1 = Never, 5 = Always)
91
To find out whether the differences among the genres displayed statistical
significance, a Friedman test was carried out. The result of the test indicated that the
differences among the genres were statistically significant (χ2(4) = 70.871, p < 0.001).
This significance had a small effect size based on Kendall’s W (W = 0.160). Following
Friedman’s test, pairwise comparisons were carried out through Wilcoxon signed-rank
tests with a Bonferroni correction. It was found that the listening frequency in the
action genre was significantly higher than all the other genres (Z = 4.785, p < 0.0001
for adventure comparison; Z = 4.043, p < 0.0001 for role-playing comparison; Z =
6.155, p < 0.0001 for strategy comparison; and Z = 4.402, p < 0.0001 for simulation
comparison). The comparison of the action genre had medium effect size with
adventure (r = 0.32), small effect size with role-playing (r = 0.27), medium effect size
with strategy (r = 0.41), and small effect size with simulation (r = 0.29). The responses
to listening frequency in adventure genre was only significantly different than the
simulation genre (Z = 3.560, p < 0.0001) with a small effect size (r = 0.23). Similar to
adventure, role-playing also had significant difference with simulation (Z = 3.892, p <
0.0001) with a small effect size (r = 0.26), but role-playing was also found to be
significantly different than the strategy genre (Z = 2.946, p = 0.003) with a small effect
size (r = 0.19). The simulation and strategy genres did not have significant difference
in terms of listening practice frequency. Based on the pairwise comparisons, it can be
stated that the significant difference among the genres resulted from the higher level
of listening practice frequency in the action genre, and lower level of listening practice
frequency in strategy and simulation genres.
4.2.6. Comparison of the Genres Based on the Frequency of Writing
Practice
The descriptive analysis of the comparisons of the genres according to the
frequency of writing practice revealed that the average participant reported a writing
practice frequency between rarely to sometimes in all genres (See Figure 22). The
highest level of writing practice was reported in the strategy genre whereas the lowest
level of writing practice was reported in simulation genre. In all the genres, the median
response was rarely. Based on these results, writing practice frequency reports were
the lowest compared to the other skills.
92
Figure 22 Comparison of the genres based on writing practice frequency
To find out whether there was a significant difference among the genres with
regard to the practice of the writing skill, a Friedman test was carried out. The results
of the analysis indicated that there was a significant difference among the writing
practice frequency levels of the genres (χ2(4) = 10.208, p = 0.037). This significance
had a small effect size based on Kendall’s W (W = 0.023). In an effort to find out
where the differences lied, pairwise comparisons were carried out via Wilcoxon
signed-rank tests with a Bonferroni correction. Pairwise comparisons revealed that
only the difference between the strategy genre and the simulation genre was
statistically significant (Z = 2.866, p = 0.004) with a small effect size (r = 0.19). As a
result, it was concluded that the relatively higher level of writing practice frequency in
the strategy genre and relatively lower level of writing frequency in the simulation
genre was the main cause behind the level of significance in the comparison of the
genres based on writing practice frequency.
4.2.7. Comparison of the Genres Based on the Frequency of Speaking
Practice
When the genres were compared descriptively with regard to the frequency of
speaking practice, it was found that the average participant reported a speaking
frequency between rarely to sometimes (See Figure 23). The highest level of speaking
practice frequency was reported in the action genre, whereas the lowest level of
speaking frequency was reported in the simulation genre. In action genre, the median
response to speaking practice frequency was sometimes. In all the other genres, the
median speaking practice frequency was rarely.
Action Adventure Role-playing Strategy Simulation
Median
2 2 2 2 2
Mean
2.55 2.36 2.37 2.61 2.16
1
2
3
4
5
Freqeuency (1 = Never, 5 =
Always)
93
Figure 23 Comparison of the genres based on speaking practice frequency
Following the descriptive analysis, a Friedman test was conducted to find out
whether the difference among the genres was statistically significant. The results of
the analysis showed that there was a significant difference among the groups with
regard to the frequency of speaking practice (χ2(4) = 39.113, p < 0.0001). This
significance had a small effect size based on Kendall’s W (W = 0.088). After the
Friedman test, pairwise comparisons were carried out via a Wilcoxon signed-rank test
to compare each group with one another to find out whether specific pairs caused the
significant outcome of the Friedman test. Results of the analysis indicated that the level
of speaking practice frequency in the action genre was significantly higher than all the
other genres (Z = 5.555, p < 0.0001 for adventure comparison; Z = 4.326, p < 0.0001
for role-playing comparison; Z = 4.394 p < 0.0001 for strategy comparison; and Z =
5.404, p < 0.0001 for simulation comparison). The comparison with adventure had
medium effect size (r = 0.37), small effect size with role-playing (r = 0.29), small effect
size with strategy (r = 0.29), and medium effect size with simulation (r = 0.36). The
other differences between the genres did not display statistical significance. As a result
of the pairwise comparisons, it was concluded that the significance in the Friedman
test resulted mainly from the higher level of speaking practice frequency in the action
genre.
4.3. Comparison of the Target Language Knowledge and Skill Types
within Each Genre
In an effort to find out about the third research question (Is there a significant
difference in learning target language knowledge and practicing target language skills
Action Adventure Role-playing Strategy Simulation
Median
3 2 2 2 2
Mean
3.27 2.41 2.58 2.47 2.25
1
2
3
4
5
Freqeuency (1 = Never, 5 =
Always)
94
within the genre of (a) action, (b) adventure, (c) role-playing, (d) strategy, and (e)
simulation?), the learning and practicing frequency of target language knowledge and
skill types were compared in each genre. Firstly, the frequency of vocabulary learning,
grammar learning, reading practice, listening practice, writing practice, and speaking
practice were compared in the action genre. Following this comparison, in case of a
significant outcome, pairwise comparisons were carried out with multiple Wilcoxon
signed-rank tests with a Bonferroni correction. Any statistical significance was further
subject to effect size and power analysis. The same steps were followed for the other
four genres, as well.
4.3.1. Overall Findings of the Comparison of the Target Language
Knowledge and Skill Types Based on Each Genre
This section provides a summary of the findings related to the comparison of
target language knowledge and skill types in each genre. These findings are described
in further detail in the following sections.
The findings indicate a significant difference among the learning and practicing
frequency of target language knowledge and skills in each of action, adventure, role-
playing, strategy, and simulation genres. The pairwise comparisons (15 in total for
each genre) demonstrated that there were significant differences in 11 pairwise
comparisons in the action genre with listening having higher level of practice
frequency than all the other components. Following listening, vocabulary learning and
reading practice were also relatively higher. Grammar learning, writing practice, and
speaking practice had lower frequency. This indicated a positive answer for research
question 3a.
For the other genres, there were higher frequency levels in learning vocabulary,
practicing reading, and practicing listening, and lower frequency levels in learning
grammar, practicing writing, and practicing speaking. Pairwise comparisons revealed
10 significant differences for the adventure genre, 11 for role-playing, 11 for strategy,
and nine for simulation. These results also point to a positive answer for research
questions 3b, 3c, 3d, and 3e.
95
4.3.2. Comparison of the Target Language Knowledge and Skill Types
Based on Action Genre
The descriptive analysis based on the frequency of the learning of target
language knowledge and the practice of target language skills in the action genre
demonstrated that the average participant responded with a learning and practice
frequency of target language knowledge and skills ranging from rarely to often within
the action genre (See Figure 24). The highest frequency of practice was observed in
listening skill whereas the lowest level of practice was seen in the writing skill. The
median response to the learning of vocabulary, and the practicing of reading and
listening skills were often. In comparison with that, the median response to the learning
of grammar and the practicing of the speaking skill within the genre was sometimes.
The median response to the practicing of the writing skill, on the other hand, was found
to be rarely.
Figure 24 Comparison of the learning and practice frequency of target language
knowledge and skill types based on action genre
In order to find out whether the difference among the learning of target
language knowledge and the practicing of target language skills within the action genre
displayed statistical significance, a Friedman test was carried out. The results of the
test showed that there was a significant difference among the target language
knowledge and skill types with regard to the frequency of learning and practicing
(χ2(5) = 151.083, p < 0.0001). This significance demonstrated a small effect size based
on Kendall’s W (W = 0.272). Following these tests, pairwise comparisons were carried
out via Wilcoxon signed-rank tests to find out whether the difference was caused by
specific pairs (See Table 4). The comparison of the frequency of vocabulary learning
Vocabulary Grammar Reading Listening Writing Speaking
Median
4 3 4 4 2 3
Mean
3.5 2.7 3.54 4.13 2.5 3.27
1
2
3
4
5
Frequency (1 = Never, 5 =
Always)
96
with the other target language knowledge and skill types indicated that there was
significant differences with grammar (Z = 6.415, p < 0.0001) with a medium effect
size (0.43), listening (Z = 5.452, p < 0.0001) with a medium effect size (r = 0.36), and
writing (Z = 5.632, p < 0.0001) with a medium effect size (r = 0.37). The comparison
of frequency of grammar learning indicated that aside from the significant difference
with vocabulary learning indicated previously, it had significant differences with
reading (Z = 5.906, p < 0.0001) with medium effect size (r = 0.39), listening (Z =
7.961, p < 0.0001) with large effect size (r = 0.53), and speaking (Z = 3.710, p <
0.0001) with small effect size (r = 0.24). In reading practice, it was found that there
were significant differences with the listening (Z = 4.796, p < 0.0001) with medium
effect size (r = 0.32) and writing (Z = 6.043, p < 0.0001) with medium effect size
(0.40), in addition to the previously mentioned significant differences with the
frequency of vocabulary and grammar learning. The frequency of the listening skill
practice had significant differences with each of vocabulary, grammar, and reading,
which have already been demonstrated above. Listening also had significant difference
with the writing (Z = 7.482, p < 0.0001) with large effect size (r = 0.50) and the
speaking (Z = 5.713, p < 0.0001) with medium effect size (r = 0.38). Finally, the
writing and speaking practice frequency were found to differ significantly from each
other (Z = 4.732, p < 0.0001) with medium effect size (r = 0.31).
Table 4 Significance of pairwise comparisons based on action genre (column
oriented)
Vocab.
Grammar
Reading
Listening
Writing
Speaking
Vocab.
-
Lower
None
Higher
Lower
None
Grammar
Higher
-
Higher
Higher
None
Higher
Reading
None
Lower
-
Higher
Lower
Lower
Listening
Lower
Lower
Lower
-
Lower
Lower
Writing
Higher
None
Higher
Higher
-
Higher
Speaking
None
Lower
Higher
Higher
Lower
-
Pairwise comparisons revealed 11 significant outcomes out of 15 total
comparisons. Among these differences, two had large effect size, 9 had medium effect
size, and two had small effect size. Higher practice frequency in listening was certainly
the most striking outcome in the comparison of target language knowledge and skills
97
in action games. Lower levels of learning and practicing frequency in grammar and
writing were also considerably notable.
4.3.3. Comparison of the Target Language Knowledge and Skill Types
Based on Adventure Genre
The analysis of the comparisons of the target language knowledge and skill
types within the adventure genre revealed that the average participant reported a
learning and practice frequency from rarely to often in different knowledge and skill
types (See Figure 25). The highest frequency of practice was observed in the practice
of the reading skill while the lowest practice frequency was reported in the writing
skill. The median response to the learning of vocabulary was often just as the median
response to the practicing of the reading skill and the listening skill was often. The
median response to the frequency learning of grammar was sometimes. In contrast, the
frequency of practicing writing and speaking was observed to be rarely in the
adventure genre.
Figure 25 Comparison of the learning and practice frequency of target language
knowledge and skill types based on adventure genre:
In an effort to understand whether the differences among the frequency of
learning different target language knowledge and skill types in the adventure genre
displayed statistical significance, a Friedman test was carried out. The findings of the
test indicated that there was a significant difference among the learning and practicing
frequency of the target language knowledge and skill types within the adventure genre
(χ2(5) = 154.741, p < 0.0001). The effect size of this significance was observed to be
small based on Kendall’s W (W = 0.279). Following the Friedman test and the effect
Vocabulary Grammar Reading Listening Writing Speaking
Median
4 3 4 4 2 2
Mean
3.56 2.8 3.68 3.48 2.36 2.41
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
98
size analysis, pairwise comparisons were carried out by comparing each knowledge
and skill type with one another to find out whether the significant difference resulted
from specific pairs (See Table 5). The comparison of the frequency of learning of
vocabulary displayed significant difference with the frequency of grammar learning
(Z = 6.230, p < 0.0001) with medium effect size (r = 0.41), practicing writing (Z =
6.751, p < 0.0001) with medium effect size (r = 0.45), and speaking (Z = 6.652, p <
0.0001) with medium effect size (r = 0.44). The comparison of the frequency of
grammar learning showed significant difference with reading (Z = 6.044, p < 0.0001)
with medium effect size (r = 0.40), listening (Z = 4.989, p < 0.0001) with medium
effect size (r = 0.33), and writing (Z = 3.005, p < 0.0001) with small effect size (r =
0.19), in addition to its significant difference with vocabulary. The comparison of the
frequency of reading skill with the other skill types indicated that it had significant
difference with that of writing (Z = 6.854, p < 0.0001) with medium effect size (r =
0.46) and speaking (Z = 6.270, p < 0.0001) with medium effect size (r = 0.41) besides
its significant difference with grammar noted earlier. The frequency of listening
practice also demonstrated significant difference with writing (Z = 5.958, p < 0.0001)
with medium effect size (r = 0.40) and speaking (Z = 6.043, p < 0.0001) with medium
effect size (r = 0.40) just like it was noted to have significant difference with grammar.
The other pairwise comparisons did not demonstrate significant difference with one
another. It was found as a result of pairwise comparisons that the relatively higher
frequency of learning vocabulary, and practicing reading and listening skills, and the
lower level of practice frequency in the learning of grammar and the practicing of
writing and speaking skills in the adventure genre caused the significant difference
among the significant difference among the target language knowledge and skill types.
Table 5 Significance of pairwise comparisons based on adventure genre (column
oriented)
Vocab.
Grammar
Reading
Listening
Writing
Speaking
Vocab.
-
Lower
None
None
Lower
Lower
Grammar
Higher
-
Higher
Higher
Lower
None
Reading
None
Lower
-
None
Lower
Lower
Listening
None
Lower
None
-
Lower
Lower
Writing
Higher
Higher
Higher
Higher
-
None
Speaking
Higher
None
Higher
Higher
None
-
99
In adventure genre, pairwise comparisons uncovered 10 significant outcomes
from 15 comparisons in total. Of these differences, nine had medium effect size and
one had small effect size. Higher levels of learning frequency in vocabulary and
practice frequency in reading and listening, and lower levels of practice frequency in
writing and speaking were the most notable outcomes in the pairwise comparisons of
target language knowledge and skills in adventure genre.
4.3.4. Comparison of the Target Language Knowledge and Skill Types
Based on Role-playing Genre
The descriptive analysis based on the role-playing genre with regard to the
frequency of learning target language knowledge and practicing target language skills
within the genre showed the average participant response from rarely to often in
different knowledge and skill types (See Figure 26). The highest level of practice was
observed in the reading skill. In contrast with this, the lowest level of practice was
observed in the writing skill. The median response to the frequency of learning
vocabulary and the practicing of the reading and the writing skills was often. Grammar
learning frequency median response was found to be sometimes. On the other hand,
the median response to the practicing of writing and speaking were found to be rarely.
Figure 26 Comparison of the learning and practice frequency of target language
knowledge and skill types based on role-playing genre
Following descriptive analysis, inferential analysis was carried out via a
Friedman test to find out whether the differences among the knowledge and skill types
Vocabulary Grammar Reading Listening Writing Speaking
Median
4 3 4 4 2 2
Mean
3.5 2.93 3.7 3.54 2.37 2.58
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
100
in terms of the learning and practice frequency displayed a significant difference or
not. Results of the Friedman test revealed that the difference among the knowledge
and skill types was significant (χ2(5) = 114.024, p < 0.0001). This significance was
found to have a small effect size based on Kendall’s W (W = 0.205).
Following this analysis, pairwise comparisons were carried out to compare
each knowledge and skill type with one another to understand whether difference
between specific pairs led to the overall significance (See Table 6). The comparison
of the frequency of learning of vocabulary displayed significant difference with the
frequency of grammar learning (Z = 5.394, p < 0.0001) with medium effect size (r =
0.37), practicing writing (Z = 6.124, p < 0.0001) with medium effect size (r = 0.41),
and speaking (Z = 5.355, p < 0.0001) with medium effect size (r = 0.35). The
comparison of the frequency of grammar learning showed significant difference with
reading (Z = 5.482, p < 0.0001) with medium effect size (r = 0.36), listening (Z =
4.233, p < 0.0001) with small effect size (r = 0.28), and writing (Z = 3.635, p < 0.0001)
with small effect size (r = 0.24), in addition to its significant difference with
vocabulary. The comparison of the frequency of reading skill with the other skill types
indicated that it had significant difference with that of writing (Z = 6.778, p < 0.0001)
with medium effect size (r = 0.45) and speaking (Z = 5.642, p < 0.0001) with medium
effect size (r = 0.37) besides its significant difference with grammar noted earlier. The
frequency of listening practice also demonstrated significant difference with writing
(Z = 5.747, p < 0.0001) with medium effect size (r = 0.38) and speaking (Z = 5.537, p
< 0.0001) with medium effect size (r = 0.37) just like it was noted to have significant
difference with grammar.
The other pairwise comparisons did not demonstrate significant difference with
one another. The findings of the pairwise comparisons showed that the overall
significance in the Friedman test originated from relative higher frequency of learning
in vocabulary and practice in reading and listening, compared to a lower level of
learning frequency in learning grammar and practice in writing and speaking. This
indicates that the learning of vocabulary knowledge is more frequent compared to
grammar knowledge, and the practicing of receptive skills is more frequent compared
to productive skills in role-playing games.
101
Table 6 Significance of pairwise comparisons based on role-playing genre (column
oriented)
Vocab.
Grammar
Reading
Listening
Writing
Speaking
Vocab.
-
Lower
None
None
Lower
Lower
Grammar
Higher
-
Higher
Higher
Lower
None
Reading
None
Lower
-
None
Lower
Lower
Listening
None
Lower
None
-
Lower
Lower
Writing
Higher
Higher
Higher
Higher
-
None
Speaking
Higher
None
Higher
Higher
None
-
In role-playing games, the pairwise comparisons of target language knowledge
and skills unraveled 11 significant differences out of 15 comparisons in total. Eight of
these comparisons demonstrated medium effect size and two demonstrated small
effect size. Similar to adventure games, higher learning frequency in vocabulary and
practice frequency in reading and listening skills, and lower practice frequency in
writing and speaking skills were the most considerable outcomes in role-playing genre.
4.3.5. Comparison of the Target Language Knowledge and Skill Types
Based on Strategy Genre
The descriptive evaluation of the differences among the frequency of learning
target language knowledge and practicing target language skills within the strategy
genre indicated an average learning and practice frequency from rarely to often in
different knowledge and skill types (See Figure 27). The highest frequency was
observed in the practice of the reading skill whereas the lowest frequency was seen in
the practicing of the speaking skill. The median response to the frequency of learning
vocabulary and practicing reading was often. On the other hand, the median response
to the frequency of learning of grammar and practicing of the listening skill was
sometimes. Finally, the median response to the frequency of practicing writing and
speaking was observed to be rarely.
To find out whether the differences among the knowledge and skill types
demonstrated a significant difference with regard to learning and practice frequency,
a Friedman test was conducted. The findings of the inferential analysis through the
Freidman test revealed that there was a significant difference among the groups in
terms of the learning and practicing of target language knowledge and skills (χ2(5) =
102
111.997, p < 0.0001). This significance level displayed a small effect size based on
Kendall’s W (W = 0.202).
Figure 27 Comparison of the learning and practice frequency of target language
knowledge and skill types based on strategy genre
Following the overall comparison, pairwise comparisons were carried out via
Wilcoxon signed-rank tests with a Bonferroni correction to compare each knowledge
and skill type with one another to understand whether the overall difference was
caused by the significant differences between specific pairs (See Table 7). Pairwise
comparisons indicated that the difference between the frequency of learning
vocabulary showed a significant difference with that of grammar (Z = 5.294, p <
0.0001) with medium effect size (r = 0.35), practicing writing (Z = 5.504, p < 0.0001)
with medium effect size (r = 0.36) and speaking (Z = 5.798, p < 0.0001) with medium
effect size (r = 0.38). The frequency of learning grammar was found to have a
significant difference with the frequency of reading practice (Z = 5.420, p < 0.0001)
with medium effect size (r = 0.36) in addition to its difference with vocabulary. The
reading skill, besides its significant difference with the frequency of learning grammar,
was found to have a significant difference with the practicing of listening (Z = 3.871,
p < 0.0001) with small effect size (r = 0.25), writing (Z = 6.565, p < 0.0001) with
medium effect size (r = 0.44), and speaking (Z = 6.307, p < 0.0001) with medium
effect size (r = 0.42). The frequency of listening practice was discovered to have a
significant difference with the practice of writing (Z = 3.605, p < 0.0001) with small
effect size (r = 0.24) and speaking (Z = 4.967, p < 0.0001) with medium effect size (r
Vocabulary Grammar Reading Listening Writing Speaking
Median
4 3 4 3 2 2
Mean
3.39 2.8 3.64 3.09 2.61 2.47
1
2
3
4
5
Frequency (1 = Never, 5 = Always)
103
= 0.33) besides its significant difference with the frequency of learning grammar and
the practicing of reading. The other pairwise comparisons did not reveal significant
differences with one another. Based on the comparisons, it was found that the main
reason for the significant difference among the frequency of learning and practicing of
the knowledge and skill types stemmed from the relatively higher levels of learning
vocabulary, and practicing reading and listening skills, and lower levels of learning
grammar, and practicing in writing and speaking skills in the strategy genre.
Table 7 Significance of pairwise comparisons based on strategy genre (column
oriented)
Vocab.
Grammar
Reading
Listening
Writing
Speaking
Vocab.
-
Lower
None
None
Lower
Lower
Grammar
Higher
-
Higher
Higher
Lower
None
Reading
None
Lower
-
Lower
Lower
Lower
Listening
None
None
Higher
-
Lower
Lower
Writing
Higher
None
Higher
Higher
-
None
Speaking
Higher
None
Higher
Higher
None
-
The pairwise comparisons uncovered nine significant outcomes from 15
comparisons in the frequency of learning and practicing comparison of target language
knowledge and skills in strategy genre. Of these differences, seven displayed medium
effect size whereas two displayed small effect size. Higher frequency of learning
vocabulary, practicing reading, and practicing listening, and lower frequency of
learning grammar, practicing writing, and practicing speaking were striking outcomes
in the pairwise comparisons within strategy genre.
4.3.6. Comparison of the Target Language Knowledge and Skill Types
Based on Simulation Genre
The descriptive analysis of the frequency of learning and practice in target
language knowledge and skill types showed that the average participant reported a
learning and practice frequency from rarely to sometimes in the simulation genre (See
Figure 28). The highest level of practice frequency was observed in reading whereas
the lowest level was seen in writing. The median response to the learning of vocabulary
and the practicing of the reading and the listening skill was observed as sometimes. In
104
contrast with this, the frequency of learning grammar, and the practicing of the writing
and the speaking skill was seen as rarely.
Figure 28 Comparison of the learning and practice frequency of target language
knowledge and skill types based on strategy genre
Following descriptive analysis, inferential analysis was carried out through a
Friedman test in order to find out whether frequency differences in the learning and
practice of target language knowledge and skills reported by the participants
demonstrated a significant difference. The results indicated that there was a significant
difference among the knowledge and skill types with regard to the frequency of
learning and practice of target language knowledge and skills within the simulation
genre (χ2(5) = 101.194, p < 0.0001). This significance level displayed a small effect
size according to Kendall’s W (W = 0.182). After the Friedman test, pairwise
comparisons were conducted with a Bonferroni correction to discover whether the
significance was caused by specific pairs of knowledge and skill types (See Table 8).
The results of the pairwise comparisons revealed that the learning of vocabulary
demonstrated significant difference from the frequency of learning grammar (Z =
4.971, p < 0.0001) with medium effect size (r = 0.33), practicing writing (Z = 5.421, p
< 0.0001) with medium effect size ( r = 0.36) and practicing speaking (Z = 4.928, p <
0.0001) with medium effect size (r = 0.33). The frequency of learning grammar, in
addition to its difference with vocabulary, was found to have significant difference
Vocabulary Grammar Reading Listening Writing Speaking
Median
3 2 3 3 2 2
Mean
2.9 2.46 3.16 2.92 2.16 2.25
1
2
3
4
Frequency (1 = Never, 5 = Always)
105
with reading (Z = 5.553, p < 0.0001) with medium effect size (r = 0.37) and listening
(Z = 3.743, p < 0.0001) with small effect size (r = 0.25). The frequency of reading
practice displayed a significant difference with writing practice (Z = 6.145, p < 0.0001)
with medium effect size (r = 0.41) and speaking (Z = 5.332, p < 0.0001) with medium
effect size (r = 0.35), besides its significant difference with grammar. Similarly, the
listening skill displayed significant difference with the practice of writing (Z = 5.098,
p < 0.0001) with medium effect size (r = 0.34) and speaking (Z = 5.002, p < 0.0001)
with medium effect size (r = 0.33), in addition to its difference with the practice of
grammar. The other pairwise comparisons were not in significant difference with one
another. The findings of the pairwise comparisons revealed a main cause of relatively
higher levels of learning frequency in vocabulary, and practice frequency in reading
and listening in contrast with relatively lower levels of learning frequency in grammar
and practice frequency in writing and speaking for the significant difference among
the frequency of learning and practice of knowledge and skill types within the
simulation genre.
Table 8 Significance of pairwise comparisons based on simulation genre (column
oriented)
Vocab.
Grammar
Reading
Listening
Writing
Speaking
Vocab.
-
Lower
None
None
Lower
Lower
Grammar
Higher
-
Higher
Higher
None
None
Reading
None
Lower
-
None
Lower
Lower
Listening
None
Lower
None
-
Lower
Lower
Writing
Higher
None
Higher
Higher
-
None
Speaking
Higher
None
Higher
Higher
None
-
In simulation genre, nine of the pairwise comparisons out of 15 demonstrated
significant outcomes. Of these, eight had medium effect size and one had small effect
size. Higher levels of learning vocabulary, practicing reading, and practicing listening,
and lower levels of learning grammar, practicing writing, and practicing speaking were
the striking outcomes in the pairwise comparison within this genre.
106
4.4. Activities of Language Practicing Observed in Different Computer
Game Modes and Genres
One aim of the observation was to gain deeper insights into the first three
research questions, namely, the comparison of single-player and multiplayer game
modes in terms of the frequency of language learning and practicing, the comparison
of the genres with one another in terms of the frequency of language learning and
practicing, and the comparison of the frequency of learning and practicing target
language knowledge and skill types in each genre. The main aim of the observation
was, on the other hand, to answer the fourth research question, which focused on
finding the type of language learning and practicing activities take place in different
computer game modes and genres. Therefore, the observation helped understand the
frequency of language learning and practicing in different game modes and genres
from a different perspective, and what kind of language learning and practicing
activities gamers are engaged in while playing computer games.
4.4.1. Overview of the Activities of Language Practicing in the Light of
Game Mode Comparison
The observation of streams provided an opportunity to analyze the similarities
and differences between the questionnaire and the observation regarding game mode
comparison. This was firstly related to the first research question, which targeted
finding out whether there was a significant difference between single-player and
multiplayer game modes with regard to the frequency of learning and practicing target
language knowledge and skills. Considering the findings of the observation in the light
of the findings of the questionnaire, it can be stated that they were mostly in line with
one another with regard to the comparison of the game modes.
The findings of the questionnaire previously revealed that there was a
significant difference between single-player and multiplayer game modes in all genres
in terms of the practice frequency of productive skills. According to the findings of the
questionnaire, the participants reported significantly higher practicing frequency for
writing and speaking skills in multiplayer game mode compared to the single-player
game mode. In terms of speaking, this finding was corroborated markedly. The total
speaking practice duration observed in the observation of the streams with multiplayer
game mode was 966 seconds with 451 number of instances. As opposed to this, the
107
average speaking practice duration in single-player game mode of the streams was 83
seconds with 33 instances. However, this was not the case for writing. That is, there
was a difference between the game modes in the observation, as well, but this
difference was not at a considerable level. The writing practice duration in multiplayer
games was 23 seconds, with 10 instances. On the other hand, there was no instance of
writing practice in any of the single-player gaming sessions that were observed in the
study.
Another finding of the comparison between single-player and multiplayer
game modes was that the reading and listening practice frequency in single-player role-
playing games was significantly higher than the ones in multiplayer game mode. The
findings of the observation was in line with this finding. In the single-player role-
playing game, there was reading practice for 922 seconds in 69 instance, whereas in
the multiplayer role-playing game, the reading practice lasted for only for 55 seconds
in 14 instances. As can be seen from the figures, the difference was huge. When it
comes to listening, the difference was not this severe, however, it was still at a
considerable level, nonetheless. The duration of listening practice was 774 seconds in
41 instances, while the duration of practice was 451 seconds in 146 instances.
4.4.2. Overview of the Activities of Language Practicing in the Light of
Game Genre Comparison
The findings of the observation were also useful in terms of identifying the
similarities and the differences in the comparison of the genres based on the practicing
of target language skills, which is related to the second research question. Regarding
the findings of the observation in the light of the results of the questionnaire, it can be
stated that findings mostly match one another in this research question, as well.
One of the notable findings that were identified as a result of the comparison
of the genres with each other in the questionnaire was that low levels of reading
practice in simulation genre was the main reason for the significant difference among
the genres with regard to the practicing of reading. These findings of the observation
support this finding. The total reading practice duration was 793 seconds in 98
instances for action games, 412 seconds in 79 instances for adventure games, 977
seconds in 83 instances for role-playing games, and 415 seconds in 27 instances for
strategy games. In contrast, the reading practice duration for the simulation games was
108
35 seconds in 12 instances. Based on this, it can be stated that the findings of the
questionnaire and the observation were in line with one another.
Another major finding of the questionnaire for the comparison of the genres
with one another was that the significant outcome of listening and speaking practice
resulted mainly from the higher levels of listening and speaking frequency in action
games. This finding was also corroborated in the observation. The total listening
practice duration was 730 seconds in 206 instances for adventure games, 1225 seconds
in 187 instances for role-playing games, 553seconds in 169 instances for strategy
games, and 274 seconds in 71 instances for simulation games. In contrast with these,
the total listening practice duration was 1502 seconds in 410 instances for action
games, considerably higher than those of other genres. When it comes to speaking, the
total speaking practice duration was 275 seconds in 108 instances in adventure games,
168 seconds in 59 instances in role-playing games, 194 seconds in 102 instances in
strategy games, and 8 seconds in 3 instances for simulation games. As opposed to
these, the total speaking practice duration was 404 seconds in 212 instances in action
games, again at a level considerably higher than those of other genres.
The final major outcome of the questionnaire with regard to the comparison of
genres with one another was that the significant outcome for the practicing of writing
skill resulted from higher levels of practice in strategy games and lower levels in
simulation games. This finding was not supported by the findings of the observation.
There was almost no use of writing in strategy games in the observation with a single
second of practicing duration in total in strategy games in a single instance, and no
instance of writing practice in simulation games. Action games and adventure games
were in line with these with no instances of writing. The highest level of writing
practice occurred in adventure games with 22 seconds in total with 9 instances, which
was also at a negligible level.
4.4.3. Overview of the Activities of Language Practicing in the Light of
Language Skills Comparison
Observation data also enabled an analysis of the similarities and differences in
the comparison of target language skills practice within each genre, which provided a
deeper understanding for research question three.
109
When the differences among the four skills are taken into consideration,
frequency of listening practice was significantly higher than all the other skills in
action games. This was followed by reading, which had higher frequency than the
other skills, writing and speaking. Speaking frequency was higher than writing, which
had lower frequency of practice than all the other language skills. The findings of the
observation completely supported these findings. In action games, the highest duration
of practicing was in listening with 1502 seconds, in 410 instances. This was followed
by reading, with 793 seconds in 98 instances. The duration of practice for speaking
was 404 seconds in 212 instances. Finally, there was no instance for writing practice
in action games. The order of practice frequency reported by the participants in the
questionnaire and the order of practice length in the observation of action games
matched each other exactly.
For all the other genres, there was no significant difference between the
practicing frequency of reading and listening skills. These skills, on the other hand,
were significantly higher than productive skills for each genre. In some cases, there
was no significant difference between writing and speaking based on the responses of
the participants, while in some others there was. There are matching and mismatching
parts between the findings of the questionnaire and the findings of the observation with
regard to these.
In adventure games, the order of frequency of practice from higher to lower
was reading, listening, speaking, and writing based on the findings of the
questionnaire. In the observation, the order was listening, reading, speaking, and
writing. So the only difference in this order was on the comparison of reading and
listening. In adventure games, there was 730 seconds of listening practice in 206
instances, 412 seconds of reading practice in 79 instances, 275 seconds of speaking
practice in 108 instances, and 22 seconds of writing practice in 9 instances. In the
questionnaire, there was no significant difference between reading and listening, and
writing and speaking. However, in the findings of the observation, a notable difference
between these two pairs can be mentioned. Still, both reading and listening have higher
durations of practice compared with the productive skills, which is similar in both data
collection tools. In role-playing games, the same scenario as in action games is at play.
The differences between the questionnaire and the observation are identical
with listening, having higher duration of practice than reading in the observation unlike
the questionnaire, where the outcome is vice versa. There is listening practice for 1225
110
seconds in total in the observation of the role-playing games in 187 instances,
compared to the reading practice length of 977 seconds in 83 instances. However, both
figures are at a high level, which shows similarity. In addition, both figures are higher
than productive skills, which is again similar in both data collection tools. But this is
not the case for the comparison between writing and speaking in the observation.
Speaking practice length accounts for 168 seconds in total in role-playing games in 59
instances, as opposed to no writing practice observed in the observation of this genre.
This is a considerable difference, unlike the findings of the questionnaire.
In strategy genre, the order of practicing frequency according to the findings of
the questionnaire was reading, listening, writing, and speaking from highest to lowest.
In contrast with this, the order of practice length in the observation was listening,
reading, speaking, and writing from highest to lowest. Total duration of listening
practice was 553 seconds in 169 instances, and the total duration of reading practice
was 415 seconds in 27 instances. The findings in both data collection tools are similar
in that they are higher than productive skills. The total duration of speaking is 194
seconds in 102 instances in strategy games, whereas there is only a single-second
single-instance writing practice. This is quite different compared to the findings of the
questionnaire.
Finally, in simulation genre, the order of practice frequency based on the
findings of the questionnaire was reading, listening, speaking, and writing in ascending
order. This was listening, reading, speaking, and writing according to the findings of
the observation. The findings of the questionnaire did not reveal a significant
difference between reading and listening, but the findings of the observation points to
a considerable difference between the two with the total duration of listening being
274 seconds in 71 instances as opposed to the 35 seconds of practice in 12 instances
in reading. However, there is similarity in the outcome of the questionnaire and the
interview when writing and speaking are compared. The questionnaire revealed no
significant difference between the perceived frequency of writing practice and
speaking practice, just like there was only 8 seconds of speaking practice in 3 instances
in the simulation genre in comparison with no instance of writing in simulation games,
both of which are at negligible levels.
111
4.4.4. Activities of Language Practicing Observed in Different Game
Modes and Genres
The fourth research question aimed at finding out the types of language
learning and practicing activities that take place in different game modes and genres.
The findings of the observation provided valuable insights into this point of inquiry.
First of all, no explicit instance of learning vocabulary and grammar was observed in
the observation, which was in contrast with the questionnaire. Potential reasons for
these are discussed as part of the interview findings. On the other hand, when it comes
to the practicing of reading, listening, writing, and speaking, several ways through
which these language skills were used were observed. When the effects of game mode
and genre are considered, it can be stated that game mode had more of an impact on
the type of language practicing carried out in computer games than genre.
The reading activities that took place in the observed gaming sessions were
related with reading subtitles, reading game content, and reading messages. In single-
player games, reading mostly took place via reading subtitles by means such as reading
subtitles of monologues and dialogues of in-game characters, and reading game
content through ways like reading details of items, skills, quests, settings, instructions,
and so on. In multiplayer games, on the other hand, instances for reading were not
many, and they mostly took place via reding messages, such as those sent by other
players. The reading activities across genres were more or less similar with reading
subtitles, content, and messages. Simulation was the only genre that did not involve
all the types of reading activities noted earlier.
The listening activities in single-player games were mostly parallel with
reading activities due to the fact that most listening activities are accompanied by texts,
such as in the case of subtitles. Therefore, listening activities in single-player games
are mostly related to listening to monologues and dialogues of in-game characters and
game content. The listening activities in multiplayer games, on the other hand, were
mostly parallel with speaking activities since they were often in the form of
conversational exchanges. They were relatively shorter in length and higher in
frequency compared to single-player games. The activities of listening in multiplayer
games mostly involved the player listening to other players giving information, asking,
responding, discussing, expressing feelings, explaining, suggesting, warning, joking,
and so on. There was no considerable difference in ways of listening practice across
112
different genres, with almost all including the same types of activities. Similar with
activities of reading, simulation games had the least varied listening instances by
lacking most types of listening involved in the other genres.
Writing was the skill that was practiced the least frequently compared to all
other skills. The little amount of writing practice took place in only two multiplayer
games. These instances involved players giving information, responding, asking, and
expressing feelings. Apart from these, no instances were observed.
Speaking was observed in both game modes in contrast with writing. However,
the speaking practice in multiplayer games was, quite expectedly, considerably higher
and more varied than single-player games. In single player games, the types of
speaking activities that were observed were repetition, reading-aloud, and talking to
in-game characters, namely, they mostly involved the players talking by themselves.
In multiplayer games, on the other hand, speaking was parallel with listening activities,
and they were quite similar since the games required players to listen and talk to one
another with similar purposes. The speaking activities in multiplayer games included
the players giving information, discussing, expressing feelings, explaining, suggesting,
warning, off-topic conversation, asking, responding, and so forth. When it comes to
genre-based differences, the situation was the same with reading and listening.
Simulation games had the least varied speaking activities, and they lacked most types
of speaking practicing means shared by the other genres.
4.4.4.1. Types of Language Practicing Observed in Action Games
The single-player action game that was observed and analyzed as part of the
study featured a streamer playing Call of Duty: Modern Warfare (See Table 9). In the
gaming session, there was a considerable use of the receptive skills. The highest usage
was in listening skill with the player doing listening for 827 seconds in 90 instances,
which accounts for 44 percent of the gaming session. This was followed by the practice
of reading with 793 seconds in 98 instances, which corresponds to 43 percent. The
reading practice mostly accompanied the listening practice in the form of subtitles
provided for the conversations. It can be stated that the average instance of listening
and reading lasted for 9.18 seconds and 8.14 seconds, respectively. There was no usage
of the writing skill in this session, and only a single-second instance of speaking
practice. The use of productive skills was thus negligible.
113
Table 9 Instances of language practicing observed in the single-player action game
Skill/Category
Code
Duration (sec)
Frequency
Reading
793
98
Reading subtitles
Reading subtitles of characters’
radio communication.
403
62
Reading subtitles of a
conversation between
characters
289
21
Reading subtitles of a phone
call
38
2
Reading subtitles of an in-
game video
30
1
Reading English translation of
characters’ communication in
foreign language.
30
9
Reading subtitles of an
inaudible radio message.
3
3
Listening
827
90
Listening to
conversations
Listening to characters’ radio
communication.
470
66
Listening to a conversation
between characters
289
21
Listening to a phone call
38
2
Listening to in-
game content
Listening to an in-game video
30
1
Writing
0
0
Speaking
1
1
Repetition
Repeating a radio
communication line
1
1
In terms of reading, the single-overarching category of practicing was reading
subtitles. For almost all the speeches included in the gaming session from
conversations between characters to monologues, there were subtitles. The player read
114
and followed the subtitles in addition to listening to the audio input. An instance to this
is the following conversation between in-game characters which was shown in
subtitles:
Reading subtitles:
Main character: Let’s move.
Hitman 7-1: All Hitman teams, push to your set point.
Hitman 7-2: Roger, on the move.
When it comes to listening, the categories were listening to conversation
between characters and listening to in-game content. The former referred to the
listening of dialogues between characters on radio, on phone, or face-to-face. The latter
corresponds to a monologue in the game, which occurs during the watching of an in-
game video. An example to these is the following conversation between in-game
characters:
Listening to a conversation between in-game characters:
Laswell: Colonel, we may have a problem.
Norris: Too late, Laswell. We’re live…
Laswell: Not until I say so.
The multiplayer action game that was observed involved a streamer playing
Counter Strike: Global Offensive (See Table 10). Listening and speaking were the
skills that were used at a considerable level during this gaming session. The player did
listening for 675 seconds in 320 instances, which corresponds to %37.5 of the gaming
session. Compared to the single-player action game, the duration of listening was
shorter, but the frequency was much higher. As opposed to the 9.18 average duration
of an instance of listening in the single-player action game, there was 2.10 seconds of
average duration of an instance of listening in the multiplayer action game. When it
comes to speaking, the player spoke for 403 seconds in 211 instances, which accounts
for %22.3 of the gaming session. When it comes to speaking, the average duration of
an instance of speaking was 1.9 seconds, a figure close to the average duration of a
listening instance. There was no practicing of the reading skill in the session just like
there was no practicing of writing.
115
Table 10 Instances of language practicing observed in the multiplayer action game
Skill/Category
Code
Duration (sec)
Frequency
Reading
0
0
Listening
675
320
Teammates
giving
information
Teammates giving information
about the enemy team
325
153
Teammates explaining what they
are doing
82
46
Teammates explaining their
plans
55
25
Teammates warning each other
15
8
Teammates guessing
information about the enemy
10
5
Teammates asking for
confirmation about previous
information
2
1
Teammates correcting
misinformation
2
1
Teammates
discussing
Teammates discussing a strategy
55
16
Teammates suggesting a move
21
10
Teammates agreeing with a plan
12
7
Teammates making plans
8
1
Teammates
expressing
feelings
Teammates complimenting a
nice play
19
13
Teammates congratulating each
other for a round won
15
8
Teammates encouraging each
other
8
4
Teammates expressing
frustration
6
3
Teammates getting disappointed
with lost round
3
1
Teammates consoling the player
2
1
116
Table 10 (Continued)
Skill/Category
Code
Duration (sec)
Frequency
Teammates getting surprised
2
1
Teammates
requesting
Teammates requesting an action
13
7
Teammates asking for
information
12
5
Teammates
giving
information
Teammates sharing their
position
4
2
Writing
0
0
Speaking
403
211
Giving
information
Giving information about enemy
team
132
74
Giving
information
Explaining present action
46
27
Guessing enemy moves
17
8
Warning teammates about a
potential danger
13
6
Asking for confirmation of
previously given information
12
7
Explaining what the enemy
player was doing
3
1
Responding to a guess about the
enemy team
2
1
Confirming copied message
2
1
Requesting
Asking teammates to do
something
48
26
Asking for information
14
7
Discussing
Suggesting a strategy
33
12
Explaining a plan
17
7
Discussing a strategy with
teammates
2
1
Agreeing with teammates
1
1
117
Table 10 (Continued)
In terms of listening, the categories that were identified were listening to
teammates giving information, discussing, expressing feelings, and requesting. Giving
information refers to the speech of the teammates that involve informing teammates
about the movements of enemy players, explaining their own present actions, talking
about what they are planning to do, warning their teammates based on the information
they have about the enemy team, trying to guess what the enemy team might be doing
based on previous information, asking for the confirmation of previously given
information, and correcting misinformation. An example to this is a series of instances
of listening in which teammates are providing information about the enemy team
indicated below. The category teammates discussing refers to the discussion of the
players, mostly when a round ends and a 15-second waiting period starts before the
beginning of the next round, about how they are going to play the next round by talking
about a strategy, suggesting a move, making plans, or agreeing with a plan. An
example to this is the instance below in which teammates are discussing moves.
Teammates expressing feelings is related to the utterances of the teammates in which
they express compliments, congratulations, encouragement, frustration,
disappointment, console, and surprise. Finally, teammates requesting corresponds to
instances where teammates ask other teammates either to do something or to give some
specific information.
Skill/Category
Code
Duration (sec)
Frequency
Expressing
feelings
Expressing frustration
20
10
Congratulating teammates for
round won
10
7
Encouraging teammates
8
4
Expressing surprise
5
2
Complaining about a bad play of
player’s own
4
1
Expressing determination to win
4
1
Telling teammates to focus
3
1
Complimenting a nice play
2
2
Apologizing for bad play
2
1
118
Teammates giving information:
A teammate: One down mid.
A teammate: One short.
A teammate: One more short. Two short.
A teammate: Two short, two short, coming.
Teammates discussing:
A teammate: You guys want a boost short? I can boost you short.
Regarding speaking, the categories that were identified were exactly the same
as listening. These were giving information, discussing, expressing feelings, and
requesting. Only this time, the categories referred to the speech uttered by the player
instead of the other players in the team. Examples to these instances are provided
below:
Giving information:
The player: Smoke close short, two smokes.
The player: It is execute incoming.
Discussing:
The player: You want double peek mid? I can peek first with scout. I
will peek from bottom mid.
4.4.4.2. Types of Language Practicing Observed in Adventure Games
The single-player adventure game observation involved a streamer playing The
Walking Dead (See Table 11). Similar to the single-player action game, the skills that
were practiced the most in the single-player adventure game were reading and
listening. The player did reading for 391 seconds in 73 instances, which accounts for
%21.7 of the total gaming session. An average reading instance lasted for 5.35
seconds. In terms of listening, the player did listening for 321 seconds in 53 total
instances, and this figure corresponds to %17.8 of the gaming session. An average
listening instance lasted for 6.05 seconds. Unlike the single-player action game, there
were more independent reading activities in this gaming session that were not
accompanied by listening. No writing practice was observed in the gaming session.
Finally, the player did 49 seconds of speaking in 16 instances, which equals to %2.72
of the gaming session. An average speaking instance lasted for 3.06 seconds. Although
it was at a much lower level compared to receptive skills, speaking was practiced
119
considerably longer in this gaming session compared to the single-player action game
mainly due to instructions and response options.
Table 11 Instances of language practicing observed in the single-player adventure
game
Skill/Category
Code
Duration (sec)
Frequency
Reading
391
73
Reading
subtitles
Reading subtitles of a
conversation between characters
161
26
Reading subtitles of phone
notifications
74
5
Reading different options of
responding to a character
43
13
Reading subtitles of radio
communication
36
6
Reading subtitles of the
character talking to himself
34
12
Reading subtitles of the
character warning others
10
2
Reading subtitles of the
character calling out for help
6
2
Reading game
content
Reading an instruction
14
5
Reading chapter title
2
1
Reading settings
Reading game settings
11
1
Listening
321
53
Listening to a
dialogue
Listening to a conversation
between characters
161
26
Listening to radio
communication
36
6
Listening to the character
warning others
10
2
Listening to
notifications
Listening to game notifications
74
5
120
Table 11 (Continued)
Skill/Category
Code
Duration (sec)
Frequency
Listening to the
character
Listening to the character talking
to himself
34
12
Listening to the character calling
out for help
6
2
Writing
0
0
Speaking
49
16
Reading aloud
Reading an instruction aloud
32
10
Reading different options of
responding to a character aloud
17
6
In terms of reading, the categories that were identified were reading subtitles,
reading game content, and reading settings. Reading subtitles, similar to the previous
category in action games, involves the subtitles of any types of speech in the game,
including conversation between characters, phone calls, self-talk, warning others, and
calling for help. Reading game content, on the other hand, includes reading texts
related to the content of the game, including reading different options of responding to
a character when the player needs to make a decision, instructions, and information
regarding chapters of the game. Finally, reading game settings is related to the reading
of options of the game. An example to these are the following:
Reading subtitles:
Officer: Well, I reckon you didn’t do it then.
Reading game content:
Response option 1: Why do you say that?
Response option 2: You know what they say about reckoning.
Response option 3: Does it really matter?
Response option 4: …
With regard to listening, the categories that were identified were listening to a
dialogue, listening to notifications, and listening to the character. Listening to the
dialogues stands for listening practicing that involves listening to conversations
between characters face-to-face or on radio communication. Listening to notifications
is related to listening activities in which the player is informed through phone
121
messages. Finally, listening to the character involves listening to instances of
monologues where the character speaks to himself. Examples to these are the
following:
Listening to a dialogue:
The character: Any of that seem important to you?
Officer: All of it, but that box never shuts up. Sit in this seat and pay too
much attention and you’ll drive yourself crazy.
Listening to the character:
The character: Why the hell did he have his gun out?
Finally, in terms of speaking, the category that was identified was reading
aloud. This category refers to instances where the player either reads an instruction out
loud or options of responding to one of the characters in the game. An example to this
is the following where the player listens to one of the characters and reads the options
to responding this character out loud:
Reading aloud:
Officer: Y’know, I’ve driven a buncha’ fellas down to this prison. Lord
knows how many. Usually is ‘bout now I get the “I didn’t do it.”
Response option 1: And what do you say?
Response option 2: Not from me.
Response option 3: Every time?
Response option 4: …
The multiplayer adventure game that was observed within the study featured a
streamer playing Minecraft (See Table 12). In the stream, the most frequently practiced
language skills were listening and speaking. Listening was practiced for 409 seconds
in 153 instances, which accounted for 22.7 percent of the total gaming session. This
was at a higher level compared to the single-player adventure game. The average
length of a listening instance lasted for 2.67 seconds, which was relatively lower than
the single-player adventure game. The player practiced speaking for 226 seconds in 92
instances, which corresponded to 12.5 percent of the total gaming session. This was
considerably higher compared with the single-player adventure game. The average
speaking duration of a single instance lasted for 2.45 seconds, which was close to the
single-player action game. When it comes to reading, there is a crucial difference
between the two game modes. In the multiplayer adventure game reading was
practiced only for 21 seconds in 6 instances, which accounted for just 1.1 percent of
122
the overall gaming session. Finally, in contrast with the single-player adventure game
where there was no writing practice, there was writing practice for 22 seconds in 9
instances in the multiplayer adventure game. However, this only accounted for 1.2
percent of the total gaming session, which was significantly lower compared to the
practicing of other skills.
Table 12 Instances of language practicing observed in the multiplayer adventure
game
Skill/Category
Code
Duration (sec)
Frequency
Reading
21
6
Reading
messages
A player giving information
7
2
A player calling for help
6
1
Reading game
content
Reading an in-game note
5
2
Reading game notifications
3
1
Listening
409
153
Players asking
A player asking a question
104
39
A player asking for a move
10
4
A player asking the other players
to do something
5
1
A player asking other players to
wait
4
2
A player asking the player to do
something
1
1
Players
explaining
A player explaining a situation
80
26
A player expressing the need to
do something
10
3
A player talking about a plan
5
2
A player providing instructions
for something
3
1
A player explaining a possibility
2
1
Players giving
information
A player giving information
30
13
A player talking about a problem
17
3
A player warning the other
players
3
1
123
Table 12 (Continued)
Skill/Category
Code
Duration (sec)
Frequency
A player making a prediction
3
1
A player pointing out a location
2
1
A player talking about a
previous experience
2
1
A player talking about a
similarity
2
1
Players
responding
A player replying a question by
the player
12
6
A player appreciating a
suggestion
4
1
A player responding to a
suggestion by the player
1
1
Off-topic
conversation
A player talking about a movie
11
1
A player giving reference to a
different game
3
1
Players joking
A player making a joke
9
3
Players
expressing
feelings
A player expressing excitement
6
3
A player expressing thanks
6
3
A player making an exclamation
5
5
A player showing good will
4
1
A player expressing worry
4
2
A player expressing a surprise
2
1
A player expressing relief
2
1
A player expressing disgust
2
1
A player expressing pleasure
1
1
Players refusing
A player declining a request
from the other players
4
1
124
Table 12 Continued
Skill/Category
Code
Duration (sec)
Frequency
Writing
22
9
Giving
information
Giving information to other
players
17
6
Asking
Asking other players to do
something
4
2
Responding
Responding to a question by
another player
1
1
Speaking
226
92
Asking
Asking a question
38
17
Asking the other players to do
something
11
4
Asking another player to do
something
7
3
Asking the other players not to
do something
4
2
Asking for clarification
1
1
Responding
Responding to a question
34
15
Suggesting
Making a suggestion
25
10
Giving
information
Giving information to other
players
24
9
Making a guess
8
2
Talking about a difference
2
1
Warning other players
2
1
Confirming another player’s
information
2
1
Pointing out a location
1
1
Explaining
Explaining a situation
17
6
Explaining a plan
13
5
Explaining a situation
4
2
125
Table 12 Continued
In terms of reading, the categories that were identified were reading messages
and reading game content. Reading messages refers to instances where the player read
messages sent by other players through chat box. Reading game content involves
instances where the player read notes within the game.
With regard to listening, the categories that were identified were listening to
teammates asking, explaining, giving information, making a suggestion, responding,
off-topic conversation, joking, expressing feelings, and refusing. The category asking
refers to instances where the player listens to other players to perform specific actions.
Explaining indicates situations where players explain certain matters, plans,
possibilities, or instructions. Giving information denotes cases where players provide
information by noting problems, warnings, predictions, locations, and experiences.
Making a suggestion indicates cases where players propose certain actions to other
players to complete certain tasks. Responding refers to situations in which players
respond to questions or suggestions by the player or other players in the game. Off-
topic conversation indicates cases where players talk about things not directly related
to the game such as movies or references to other games. Joking denotes instances
where players joke about something. Expressing feelings corresponds to players
Skill/Category
Code
Duration (sec)
Frequency
Explaining an upcoming move
2
1
Off-topic
conversation
Responding to a reference to a
game
5
1
Talking about a movie
4
1
Expressing
feelings
Thanking another player
3
1
Complaining about something
3
1
Comforting a player
3
1
Expressing frustration
3
1
Saying sorry
2
1
Getting disappointed
2
1
Wishing good luck
2
1
Expressing pleasure
1
1
Self-talk
The player talking to himself
3
1
126
showing their emotions such as excitement, thanks, exclamation, good will, worry,
surprise, relief, disgust, and pleasure. Finally, refusing refers to situations where
players decline a certain request. Some examples to these are indicated below:
Expressing feelings:
A player: OK. What’s the mission today?
The player: We got some locations to go to. That’s what I’m gonna
discuss in a second.
Responding:
The player: The new stations, you found levers, right?
A player: Yes, they are underground.
When it comes to writing, the categories that were identified were giving
information, asking, responding. These categories had same definitions as the ones
that were shared under the categories in the practicing of listening. The difference is
that instead of receiving information, questions, or responses from the teammates, the
player gives information, asks questions, or responds to questions by using the chat-
box.
In terms of speaking, the categories that were identified as a result of the
analysis were asking, responding, suggesting, giving information, explaining, off-topic
conversation, expressing feelings, and self-talk. Most of the categories in the practice
of speaking had same labels as the ones in the listening that were mentioned
previously. The difference is these refer to cases where the speaker is the one that talks
instead of the teammates. The only different category in speaking was self-talk, which
refers to instances where the player talks to himself. Some notable examples for the
categories in speaking include the following:
Asking:
The player: Wait, uh, do you know what a potion of golem does?
Giving information:
The player: OK. This one is unused. I guess I’ll pull it.
4.4.4.3. Types of Language Practicing Observed in Role-playing Games
The single-player role-playing game that was observed and analyzed as part of
the study featured a streamer playing The Witcher 3: The Wild Hunt (See Table 13).
The skills that were practiced the most in this gaming session were reading and
listening. Reading was practiced for 922 seconds in 69 instances, which accounts for
127
%51.2 of the gaming session. This figure was the highest reading practice length in all
the games that were observed. An average reading instances lasted for 13.36 seconds.
Listening practice length in the gaming session was 774 in 41 instances, which
corresponds to %43 of the session. An average listening practice instance lasted for
18.87 seconds. The reading and listening durations of average instances in the single-
player role-playing game was considerably higher than the other game modes and
genres. There was no instance of writing that was observed in this session. Finally,
speaking was practiced for 31 seconds in 15 instances, which corresponded to a
negligible percentage of 1.72 of the overall gaming session.
Table 13 Instances of language practicing observed in the single-player role-playing
game
Skill/Category
Code
Duration (sec)
Frequency
Reading
922
69
Reading
subtitles
Reading subtitles of a
conversation between characters
719
31
Reading subtitles of a character
narrating events in a cutscene
32
1
Reading a speech bubble
13
4
Reading subtitles of the
character speaking to himself
4
2
Reading game
content
Reading different options of
responding to a character
59
19
Reading details of an item
48
5
Reading a quest
30
1
Reading details of a skill
8
2
Reading information about
locations on a map
7
3
Reading information about a
possible action
2
1
Listening
774
41
Listening to a
dialogue
Listening to a conversation
between characters
719
31
128
Table 13 (Continued)
Skill/Category
Code
Duration (sec)
Frequency
Listening to a
monologue
Listening to a character narrating
events in a cutscene
32
1
Listening to a character speaking
19
7
Listening to the character
speaking to himself
4
2
Writing
0
0
Speaking
31
15
Reading-aloud
Reading a response to a
character out loud
14
7
Greeting
Saying hello to a character
5
2
Saying goodbye to a character
1
1
Asking
Asking a question to a character
5
2
Apologizing
Saying sorry to a character
4
2
Accepting
Accepting a quest
2
1
The categories identified as a result of the analysis in terms of reading were
reading game content and reading subtitles. Bearing similarities to the categories that
were noted before, reading game content refers to instances of reading where the player
reads options to respond to a character by making a decision, reading details of an
item, reading a quest, reading details of a skill, and reading information regarding a
potential action, while reading subtitles refers to instances where the speech of specific
characters are shown in subtitles in dialogues, in narrations of in-game characters, in
instances where the character talks to himself, or in cases where the speech of less
important characters are shown in speech bubbles. Examples to these are shown below:
Reading subtitles:
Geralt: What’s the ruckus about.
Dandelion: Polly and her half-brained fiancé they are fighting. She’s
the only one in this town who knows anything about choreography…
and that lummox won’t let her work for me.
129
Reading game content:
Dandelion: Wait, do we have to destroy her house? She keeps a spare
key around somewhere.
Response option 1: Let’s find the key.
Response option 2: How do you know about this spare key?
In listening, the categories that were identified were listening to a dialogue and
listening to a monologue. Listening to a dialogue, similar to the earlier category that
was noted, involves the player listening to conversations between characters, mainly
between the main character and other important characters. Listening to a monologue,
on the other hand, includes instances where the player listens to monologues, either
through the self-talk of the main character, or through the speeches of important or
trivial characters. Examples to these are the following:
Listening to a monologue:
Dandelion: But finding me proved no simple task, for having fallen
afoul of Novigrad’s underworld bosses, I’d disappeared. Yet, Geralt
soon discovered my whereabouts a cell in the dungeon of the Temple
Guard
Listening to a dialogue:
Nidas: A witcher? Oh! Here about the notice, perchance?
Geralt: Not quitebut what’s it about? I hear right – you are going on
some voyage, need a companion?
Finally, in terms of speaking, the categories that were identified were reading-
aloud, greeting, asking, apologizing, and accepting. Similar to the situation in action
games, reading-aloud corresponds to acts of speaking where the player reads one or
more different options to responding to different characters and situations. The
categories of greeting, asking, apologizing, and accepting, are similar to each other in
the manner of their creation, since they happen when the player responds to or directly
speaks to in-game characters by saying hello, asking a question without expecting a
response, apologizing for disturbing them, and accepting their offers. Examples to
these are the following:
Reading aloud:
Dandelion: Premier’ll have the audience on their feet on their knees
both at the same time!
130
Response option 1: When’s the grand opening?
Response option 2: It’s not Rosemary and Thyme anymore?
Response option 3: What about choreography?
The multiplayer role-playing game that was observed and analyzed in the study
involved a streamer playing World of Warcraft (See Table 14). Similar to the previous
multiplayer games, the skills that were practiced the most in multiplayer game mode
were listening and speaking. The player did listening for 451 seconds in 146 instances,
which accounts for %25.05 of the total gaming session. An average listening instance
lasted for 3.08 seconds, which was considerably shorter than a single listening instance
duration of 18.87 in the single-player game mode. This situation is repetitive across
other genres between single-player and multiplayer game modes. Speaking was
practiced for 137 seconds in 44 instances, which corresponds to %7.61 of the total
gaming duration. An average speaking instance lasted for 3.11 seconds. Reading was
practiced for 55 seconds in 14 instances in the gaming session, which equals to a
relatively negligible 3.05 percent of the total gaming session. The lower levels of
reading practice compared to listening and speaking were also observed in other genres
under multiplayer game mode. In writing, no practicing was observed. This was also
similar to the previous genres as writing practice has always been at a lower level
compared to the other skills.
Table 14 Instances of language practicing observed in the multiplayer role-playing
game
Skill/Category
Code
Duration (sec)
Frequency
Reading
55
14
Reading
subtitles
A speech bubble of an in-game
character speaking
44
10
Reading game
content
In-game notification
11
4
Listening
451
146
Players asking
A player asking teammates to do
something
168
49
A player asking teammates not
to do something
22
7
A player asking a question
12
7
131
Table 14 (Continued)
Skill/Category
Code
Duration (sec)
Frequency
Listening to an
in-game
character
An in-game character speaking
61
15
Players
suggesting
A player suggesting an action
37
17
Players
complaining
A player complaining about
something
30
9
Players giving
information
A player giving information
25
10
Players
expressing a
need
A player expressing a need to do
something
23
8
Players
explaining
A player explaining a situation
18
5
A player explaining a strategy
17
2
A player explaining an
upcoming action
13
6
Players warning
A player warning other players
9
3
Players
expressing
feelings
A player appreciating an action
7
3
A player thanking other players
3
2
A player comforting other
players
2
1
Players
responding
A player responding to another
player
2
1
Players making
a joke
A player making a joke
2
1
Writing
0
0
Speaking
137
44
Informing
Giving information
38
15
Informing
Expressing a need
2
1
Expressing
feelings
Encouraging teammates
3
1
Apologizing
9
2
132
Table 14 (Continued)
Skill/Category
Code
Duration (sec)
Frequency
Pitying a player
2
1
Appreciating an action
3
1
Thanking
2
1
Complaining about something
15
3
Congratulating players
3
1
Explaining
Explaining a situation
32
9
Asking
Asking a question
25
8
Asking the other players to do
something
3
1
In reading, the categories that were identified were reading subtitles and
reading game content. The former corresponded to instances where the player was
confronted with speech bubbles of in-game characters’ speech, whereas the latter was
about reading in-game notifications. An example to these is the following:
Reading subtitles:
Kalecgos: Aggh!! No longer will I be a slave to Malygos. Challenge me
and be destroyed.
Reading game content:
Notification: You have died. Release to the nearest graveyard?
Option 1: Release spirit
Option 2: Use Soulstone
In terms of listening, the categories that were identified were listening to an in-
game character, and listening to teammates asking, suggesting, complaining, giving
information, expressing a need, explaining, warning, expressing feelings, responding,
and making a joke. Listening to an in-game character indicates instances where the
player listens to the voice lines of in-game characters. The other categories were
related to listening to the players in the team. Asking refers to cases where the
teammates ask specific questions, suggesting is related to instances where the players
suggest certain moves, complaining pertains to situations where the players indicate
their dislike for certain moves, giving information is about the players sharing
133
information, expressing a need corresponds to cases where the players point out to a
necessary action, explaining relates to cases were the players explain their actions or
moves, warning indicates situations where the players point out caution for certain
actions or outcomes, expressing feelings is related to situations where players share
their emotions, responding is related to cases where the players answer or react to
questions or statements, and making a joke is about players telling a joke. Examples
to these instances are the following:
Listening to an in-game character:
Brutallus: Another day, another glorious battle!
Explaining:
A player: I’ll probably stomp, err, taunt after stomp.
Another player: Yeah, you taunt after stomp, yeah.
In speaking, the categories that were identified were informing, expressing
feelings, and asking. The category informing relates to instances where the player
provides information to other players by pointing out specific incidents in the game.
The category expressing feelings is about situations in which the player displays
certain acts such as apologizing, pitying, appreciating an action, thanking,
complaining, or congratulating players in the team. Finally, the category asking
indicates cases where the player either asks questions to learn about something or asks
teammates to perform certain actions.
4.4.4.4. Types of Language Practicing Observed in Strategy Games
The observation and analysis of the single-player strategy game focused on a
streamer playing Age of Empires II: Definitive Edition (See Table 15). Like the
previous single-player games, the most frequently practiced language skills in this
gaming session were reading and listening. The streamer did reading for 407 seconds
in 24 instances. This practicing accounted for %22.6 of the total gaming session. An
average instance of reading lasted for 16.95 seconds. Listening was practiced for 246
seconds in 14 different instances, which corresponds to %13.6 of the total gaming
duration. An average act of listening 17.57 seconds. The single-player strategy game
was more similar to the single-player adventure and single player role-playing game
in the proportions of practice for reading and listening compared to the action game.
No writing practice was observed in the gaming session. When it comes to speaking,
only a two-second single instance was observed.
134
Table 15 Instances of language practicing observed in the single-player strategy
game
Skill/Category
Code
Duration (sec)
Frequency
Reading
407
24
Reading
subtitles
Text of an in-game character’s
speech
93
12
Reading game
content
Scout report
86
1
Follow-up story of a mission
85
1
Background story of a mission
68
1
Hints of a mission
29
1
Objectives of a mission
25
2
Campaign notifications
15
5
Re-reading
Re-reading previous information
6
1
Listening
246
14
Listening to the
characters
In-game character speaking
93
12
Listening to the
story
Follow-up story of a mission
85
1
Background story of a mission
68
1
Writing
0
0
Speaking
2
1
Responding
Responding to in-game
characters
2
1
In reading, the categories that were identified as a result of the analysis were
reading subtitles and reading game content. Reading subtitles referred to instances
where the player was confronted with texts of in-game characters’ speech, but this was
mostly in the form of speech bubbles instead of subtitles at the bottom of the screen
unlike previous single-player games. Reading game content, on the other hand,
referred to instances of reading about the background story and follow-up story of
missions, certain reports that inform the player about the enemy, notifications related
to the campaign, hints of a mission, and re-reading previously-given information about
the mission at hand. Examples to these are the following:
Reading game content:
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Narrator: In a matter of days, Joan had crushed the combined English
and Burgundian forces at Orleans; and now, for a year, she had
campaigned with the Armagnac army, bringing it victory after victory.
Only recently had she suffered a setback, as her forces failed to take
Paris from the English.
Reading subtitles:
Phillip the Good: Choisy is well-fortified, but the town’s castle is no
match for our artillery! Prepare the cannons!
In terms of listening, the categories that were identified were listening to the
characters and listening to the story. Listening to the characters refers to situations
where the player listens to in-game characters giving notifications or information
during the mission. Listening to the story, on the other hand, corresponds to cases
where the player listens to the background story of a mission or the follow-up incidents
of the storyline. Examples to these include the following:
Listening to the characters:
Burgundian soldier: The duke has been wounded! We must continue the
fight without him while he recovers.
Listening to the story:
Narrator: It was late at night when the soldiers brought Joan to Philip.
Calmly, he instructed all of us advisors to leave his tent. As soon as they
were alone, La Pucelle began berating the duke to his face.
The multiplayer strategy game that was observed and analyzed as part of the
present study involved a streamer playing League of Legends (See Table 16). Like the
other multiplayer games, the most frequently practiced language skills in this gaming
session were listening and speaking. Listening was practiced in this gaming session
for 307 seconds in 155 instances, and this accounted for 17.05 percent of the overall
gaming session. An average instance of listening lasted for 1.98 seconds. This was
considerably lower than the average listening duration of 17.57 seconds in the single-
player strategy game, just like the previous comparisons of average listening duration
instances between the single-player and multiplayer game modes. Speaking was
practiced for 192 seconds in 101 instances, which corresponded to 10.66 percent of
the total gaming duration. An average instance of speaking was 1.9 seconds, markedly
short just like the instances of listening. When it comes to the practice of reading and
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writing, it can be stated that these were at a trivial level. Reading was practiced for 8
seconds in 3 instances, which accounts for 0.44 percent of the gaming session, and
writing was practiced for a single second with a single instance, which corresponds to
a mere 0.05 percent of the total gaming duration.
Table 16 Instances of language practicing observed in the multiplayer strategy game
Skill/Category
Code
Duration (sec)
Frequency
Reading
8
3
Reading
messages
An enemy player giving
information
3
1
Enemy players offering thanks
for the game
3
1
Teammates offering thanks for
the game
2
1
Listening
307
155
Teammates
giving
information
A teammate giving information
107
58
Teammates
explaining
A teammate explaining present
action
28
15
A teammate explaining a plan
22
10
A teammate talking about a
possibility
20
9
Teammates
asking
A teammate asking a question
26
15
A teammate asking teammates
not to do something
19
7
A teammate asking teammates to
do something
14
8
Teammates
suggesting
A teammate suggesting a move
25
10
Teammates
expressing
feelings
A teammate comforting
teammates
12
7
A teammate apologizing
4
2
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Table 16 (Continued)
Skill/Category
Code
Duration (sec)
Frequency
A teammate expressing surprise
4
2
A teammate encouraging
teammates
4
2
A teammate praising an action
3
2
Teammates
responding
A teammate responding to a
question by another teammate
2
1
Writing
1
1
Expressing
feelings
Offering thanks for the game
1
1
Speaking
192
101
Giving
information
Giving information
51
29
Writing
Making a prediction
3
1
Suggesting
Suggesting a move
24
12
Explaining
Explaining a plan
24
11
Expressing a need
4
2
Explaining a situation
2
1
Giving
information
Talking about a possibility
21
11
Asking
Explaining
Asking a question
15
8
Asking teammates to do
something
15
8
Explaining present action
13
7
Expressing
feelings
Comforting teammates
6
3
Asking
Praising an action
4
2
Expressing surprise
3
2
Explaining
Encouraging teammates
2
1
Responding
Responding to a question by a
teammate
5
3
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In terms of reading, the category that was identified was reading messages.
This category refers to instances where the player reads messages sent by the players
in the enemy team or teammates. An example to this is the following where the enemy
player sends a message to tell the other team that there is a need for readjustment in
the settings:
Reading messages:
An enemy player: Settings gg
When it comes to listening, the categories that were identified were listening
to teammates giving information, explaining, asking, suggesting, expressing feelings,
responding, and warning. Similar to the previously identified categories, giving
information is related to cases where teammates share information with the other
players in the team, explaining is about situations where teammates describe their
actions, a plan, or a need, asking denotes situations where the players ask questions to
the teammates, responding refers to instances where teammates respond to questions
or statements by the player or by other teammates, and warning indicates cases where
the players point out dangers in the game. Examples to these are the following:
Asking:
A teammate: He flashed? Awesome, if he did.
Another teammate: I’m pretty sure he flashed.
Giving information:
A teammate: He’s gonna base after this wave, probably.
In terms of writing, the only category was expressing feelings, which denotes
a situation where the player expresses thanks for the game to both teams.
When it comes to speaking, the categories that were identified were giving
information, suggesting, explaining, asking, expressing feelings, and responding.
Giving information demonstrates cases where the player shares information about the
enemy team, talks about a possibility, and makes predictions based on the actions of
the enemy. Suggesting shows situations where the player puts forward certain moves
that can be carried out by the team. Asking denotes situations where the player asks
certain questions to team members. Expressing feelings is related to cases where the
player comforts teammates, encourages teammates, demonstrates surprise, and praises
an action. Finally, responding is about situation where the player responds to
statements or questions by team members. Examples to these are the following:
Giving information:
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The player: Lee Sin could be behind them.
Explaining:
The player: I’ll just, I’ll just force his flash. Ok, nice, nice.
4.4.4.5. Types of Language Practicing Observed in Simulation Games
The single-player simulation game that was observed and analyzed featured a
streamer playing Euro Truck Simulator 2 (See Table 17). The only skill that was
practiced in this gaming session was reading, which was practiced for 25 seconds in 9
instances, which accounted for 1.38 of the total gaming session. An average reading
instance lasted for 2.77 seconds. There was no instance of practicing in listening,
writing, and speaking in the session.
Table 17 Instances of language practicing observed in the single-player simulation
game
Skill/Category
Code
Duration (sec)
Frequency
Reading
25
9
Reading game
content
Reading damage report
6
3
Reading options
5
1
Reading fuel report
5
2
Reading assistance report
4
1
Reading messages
3
1
Reading notifications
2
1
Listening
0
0
Writing
0
0
Speaking
0
0
The only category that was identified as a result of the analysis is reading game
content. This category refers to instances where the player was exposed to texts related
to damage report, game options, fuel report, assistance report, messages, and
notifications. Examples include the following:
Reading game content:
Info: There are no short messages.
Tollgate: Start of toll road. Keep the ticket. Press the following key:
The multiplayer simulation game that was subject to observation and analysis
within the study involved a streamer playing FIFA 22 (See Table 18). The only skill
that was practiced at a considerable level in this gaming session was listening. It was
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practiced for 274 seconds in 71 instances, which accounted for 15.22 percent of the
total gaming session. An average instance of listening lasted for 3.85 seconds. Reading
and speaking were practiced at a trivial level in the gaming session. The former was
practiced for 10 seconds in three instances while the latter was practiced for 8 seconds
in three instances. There was no practice of the writing skill in this session.
Table 18 Instances of language practicing observed in the single-player simulation
game
Skill/Category
Code
Duration (sec)
Frequency
Reading
10
3
Reading game
content
Game notifications
10
3
Listening
274
71
Listening to
speaker and
commentator
Speaker narrating the game
191
58
Commentators’ remarks
83
13
Writing
0
0
Speaking
8
3
Talking to players
Talking to players in the
team
8
3
In reading, the category that was identified was reading game content. This
involved situations when the player read notifications about the game.
In listening, the category that was identified was listening to the speaker and
the commentator. This was about situations where the player listened to the narrations
of the speaker and the remarks of the commentator while playing the game. Examples
to these include the following:
Listening to the speaker and the commentator:
Speaker: Well, they won the ball back quickly, and how well the keeper
did!
Commentator: Well, that’s just exceptional. He reacted so quickly
there.
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In speaking, the category that was identified was talking to players in the team.
This refers to cases where the player talked to footballers in the team in a unidirectional
way.
4.5. Opinions of Gamer Learners of English Regarding Language
Learning in Different Game Modes and Genres
The interview was conducted to have deeper insights into the first four research
questions by answering the fifth research question, which targeted at uncovering the
opinions of the participants regarding language learning in different game modes and
genres. The themes that were uncovered were used to interpret the findings related to
the previous findings a deeper level. In addition to these, the findings of the interview
also provided an understanding of how gamer language learners approach computer
games and language learning.
4.5.1. Overview of Interview Findings
Six main themes emerged as a result of the interview and 19 categories were
identified under these themes (see Figure 29 for an overview of themes and categories,
and Appendix D for detailed information about themes, categories, and codes). These
are explained and exemplified in detail in subsequent sub-headings. The themes
provided an overall understanding of the participants’ opinions on various aspects of
computer games and language learning. The opinions are further detailed under the
categories involved in them, which often divide the main opinions with different
directions.
The first theme was opportunities provided by computer games for language
learning. This theme pointed out the advantages of computer games for language
learning. The categories identified under this theme were exposure to authentic
content, communication with other players, learning target language knowledge, and
improvement in target language skills. The ideas stated by the participants indicate that
computer games provide several opportunities for learners not only in getting exposed
to target language content, but also in enabling them to use the target language actively
through communication. These opportunities appear to be the main reasons for
relatively higher levels of learning and practicing observed in certain game modes and
genres.
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Figure 29 Overview of themes and categories
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The second theme that was uncovered in the analysis was limitations of
computer games for language learning. This theme highlighted certain challenges
experienced in specific computer game modes and genres with regard to language
learning. The categories uncovered under this theme were game-related issues and
player-related issues. The findings demonstrate that certain features of games can
inhibit specific aspects of language learning and practicing, and some habits of gamers
may also lead to decreased efficiency in language learning and practicing while
playing computer games. Some of these challenges seem to be the reasons for the
relatively lower levels of learning and practicing in specific game modes and genres.
The third theme uncovered was ways of language learning and practicing in
computer games, which involves various ways through which language is learned and
practiced in different game modes and genres. The categories under this theme were
ways of vocabulary learning, ways of grammar learning, ways of reading practice,
ways of listening practice, ways of writing practice, and ways of speaking practice.
The findings indicated various ways of learning and practicing English experienced by
gamer learners of English. These findings were mostly in line with the results of the
observation.
The fourth theme identified in the analysis was opinions about the previous
findings of the study. This theme involved the points on which participants agreed and
disagreed with the previous findings of the study and put forward potential reasons for
the outcomes. The categories under this theme were agreement and disagreement with
the previous findings and reasons for the previous findings. This theme showed that
participants mostly had agreement with the results of the questionnaire and the
observation by pointing at various reasons for the outcomes. These outcomes provided
implications about potential causes of the findings.
The fifth theme of the analysis was suggestions for gamer language learners,
which involved the suggestions of the participants to gamer language learners to
increase the effectiveness of language learning and practicing in computer games. The
categories under this theme were adopting a mindset of learning and having fun,
optimizing gaming habits for language learning and using external sources. The
opinions of the participants uncovered some key points of getting an increased benefit
from computer games for language learning. These suggestions might hold the key for
the improvement of language learning in computer games for gamer language learners.
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The final theme of the analysis was expectations of gamer language learners
from computer games. This theme included what gamer learners of English can expect
from games to get more benefit from computer games for language learning. The
categories under this theme included feature-related expectations and content-related
expectations. The participants believe that certain gameplay features and language
content in games can be optimized for increased effectiveness in computer games and
language learning. These expectations might especially provide directions for game
developers for attracting more non-native English speakers to their games.
4.5.2. Opportunities Provided by Computer Games for Language
Learning
One of the main themes that was uncovered as a result of the qualitative
analysis was opportunities provided by computer games for language learning. This
theme denotes the benefits offered by computer games with different modes and genres
for language learning and practicing. The theme was created with the combination of
four main categories. These were exposure to authentic content, communication with
other players, learning target language knowledge, and improvement in target
language skills. Respectively, the categories relate to the usefulness of computer
games with regard to getting exposed to authentic content while playing computer
games, getting in touch with other players in meaningful communication
environments, learning and using vocabulary items and grammar structures, and
practicing and enhancing target language skills by using them actively. The opinions
of the participants did not differ considerably based on genre, but game mode
preferences seem to have a substantial influence on the advantages focused on by the
participants of the study. While players that prefer the single-player game mode focus
on the exposure to target language content and learning of target language knowledge
and computer games, players that prefer the multiplayer game mode seems to dwell
more on opportunities for communication and the development of target language
skills in computer games.
The first category under the theme opportunities provided by computer games
for language learning was exposure to authentic content. To make it more specific,
this category is about the exposure of players to various content in computer games
such as the story of the game, quests that must be or can be completed as part of the
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story, cutscenes that are involved in specific parts of the game in which the player is
provided with prologues, epilogues, or interludes, dialogues that can take place among
the characters all along the storyline, items that are used by players, and descriptions
that are often provided to guide the player through the game. The codes in this category
specifically come from players that prefer the single-player game mode. Two examples
to these are the following:
Single-player action game respondent: As you may know, single-player
action games contain a story which is supported with cutscenes and in-
game dialogues between characters.
Single-player role-playing game respondent: The games have a special
place in language teaching today. The reason for this is intense in RPG
games. Especially because the storytelling is strong and character can
interact and socialize with other characters in the game, it's important
for the player to understand. The content of the quest for the
progression of the story. The player has to follow the story pieces to
understand the world and story in which the games take place, and
being able to interact and dialogue a lot of Latin RPG Games has an
important place for the player to development that language.
Another category under this theme is learning target language knowledge,
which, unlike the previous category, is not solely comprised of expressions provided
by participants that prefer the single-player game mode, but still is mostly comprised
of expressions by them. This category relates to the advantages of computer games for
learning or improving target language knowledge by learning vocabulary items such
as specific terms or verbs, learning and using idioms, improving pronunciation, getting
known to different accents of English, learning grammar structures, learning sentence
structures, developing and accuracy. The learning of vocabulary via different means
and from distinct aspects is by far the most important and repetitive opinion among
the responses of the participants.
Single-player action game respondent: I'll give some examples from
Call of Duty in terms of language learning. As you may know, Call of
Duty is a military game, and everyone may learn military terms, lots of
military terms, such as maybe military ranks, soldier types etc.
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Single-player strategy game respondent: If you are playing single
player, you can also check the vocabulary by pausing the game, like
you wonder, well what this word means.
Single-player simulation game respondent: OK, simulation games
generally focuses on a certain thing a certain subject. For example,
Euro Truck Simulator focuses on driving a truck and The Sims is a
simulation of a person's life. So, since these are focused on a certain
subject, it’s good for learning vocabulary about that specific subject.
Yeah, I think this is the biggest advantage of single-player simulation
games.
Although it isn’t as dominant as vocabulary among the responses, the learning
and improvement of grammar via being exposed to sentence structures or having to
use accurate sentences also has an important place in the responses of the participants.
The participants indicate that learning grammar structures, getting more information
about sentence structure, and using accurate language are important advantages of
computer games. Some expressions from the players include the following:
Single-player adventure game respondent: When you look it up, the
vocabulary unknown vocabulary, you also familiarize with, with the
sentence structures. I mean the written aspect of the language is
enhanced by, by playing single player games.
Multiplayer simulation game respondent: Also, reliability is an issue in
more sports games because when you change a part in your engine, you
take a penalty. So you're discussing these things, technical things, with
your engineer.
Improving pronunciation and getting known to different accents is also a point
that is worthy of attention in participant responses. The participants believe that
playing computer games makes gamers more knowledgeable about the pronunciation
of words, and exposes gamers to various accents of English in online platforms.
Multiplayer simulation game respondent: In terms of advantages, we
are speaking so much, which improves our pronunciation also, you
have a clear communication with other people with who has other
accent.
Another category under the theme opportunities provided by computer games
for language learning that is comprised mostly of the opinions of the participants that
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prefer the multiplayer game mode is communicating with other players. This category
indicates the advantages of computer games in helping players meeting other players,
socializing and becoming friends with these players, and being engaged in authentic
and meaningful communication. The participants believe that computer games play an
important role in making learners using the language to socialize with people from all
over the world.
Multiplayer role-playing game respondent: Well, I think the biggest
advantage of playing a multiplayer role-playing game is the
communication. Authentic communication, right? So when you're
learning English so yeah, you can, you know, read a lot on the web
or you can just learn vocabulary through many mobile apps, whatever.
But, it is often a little bit difficult to get into meaningful communication.
I think role-playing games. Just provides you with that.
Multiplayer strategy game respondent: OK, first of all, as I started
playing multiplayer, multiplayer games, I started with my siblings. So,
it doesn't have improvement on my learning, but as the technology
developed and the game developed, the game industry developed, we,
my friends and I started to go to Internet cafes, and in there we have
connected with other people from other countries.
The final category under the theme opportunities provided by computer games
for language learning was improvement in target language skills. This category stands
for the improvement of receptive and productive language skills. Similar with the
previous category, most of the coded responses under this heading come from players
who play the multiplayer game mode.
Multiplayer action game respondent: When you play in Turkey or any,
any other country, you have to, to use the uh, English servers or Russian
servers you, you know you, you have to meet people uh, so far from you.
Because of that you need you need to use the English language. First
that we, we learn the English in in schools, you know. But yeah, yeah,
that's not enough to, to make a good practice or to use it with people.
Multiplayer adventure game respondent: While playing these games,
we talk each other and, but these games mostly, item names the most
important things, I think. Maybe you can learn, from these games like,
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well, uh, you can learn such things like words, or you can improve your
English speaking by speaking to other players.
Single-player strategy game respondent: In these strategy games you
also need to read a lot of descriptions. So it also improves your reading
actually, and if it's a real time strategy game you need to be fast, and
it's, it's crucial. Yeah, it's a crucial thing to be fast, and so you need to
read fast.
There is considerable prevalence in the opinions of the participants that playing
computer games helps you improve your language skills by using the language
actively. The participants believe that they practice and improve their reading by
reading descriptions in the game, listening by chatting with other players, writing via
messages, and speaking through conversations with other players from all over the
world.
4.5.3. Limitations of Computer Games for Language Learning
Another theme identified as a result of the analysis was limitations of computer
games for language learning. This theme corresponds to the drawbacks of language
learning in different game modes and genres. The theme was comprised of codes that
were grouped under the categories of game-related issues and player-related issues.
Game-related issues stands for obstacles for language learning due to features of
specific games and player-related issues are related with the practices of players that
might inhibit the language learning process in computer games. Genre and mode
differences led to different opinions of participants under the present theme and
categories.
The first category under the heading is game-related issues. This category
involves challenges of language learning in computer games that result from issues
like learning words that are not common in daily life, potential confusion with
excessive content, the use of archaic language, restriction of time, lack of certain
language skills, and overemphasis of a certain language skill. This heading is mostly
comprised of responses by players preferring the single-player game mode. Some
participants believe that certain genres may not be as effective as others for language
learning while others criticized specific genres for being too specific in terms of the
vocabulary that is used in the game or the type of language that is used in the game.
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Single-player action game respondent: I think the best way to learn
English for me is playing an RPG, role-playing game. Surely single-
player action games are beneficial for this, but not as much as role-
playing games, I guess.
Multiplayer adventure game respondent: The player may be confused
because there is a lot of dialogue in such a, in such games. Also, the
fact that they use an old language according to the time of the game
may cause problems for the player to understand those dialogues.
Another important point under the first category is the lack of certain language
skills in specific game modes or genres, or the use of a specific language skill too often
in certain game modes or genres. Some participants believe that there is a lack of usage
of particular skills in some game modes or genres. This is especially evident in the
opinion that the use of productive skills are lacking in games with single-player mode.
On the other hand, some participants believe that certain skills are used too much in
specific genres. An example to this is the strategy genre, where the participant who
prefers to play games from this genre in single-player game mode believes that there
is too much use of reading within these games.
Single-player adventure game respondent: OK, single player. Uh, you
don't get to talk a lot. I mean, there is not a real person in front of you.
You don't talk. I mean, speaking is not that, you know, an aspect of the
single player games sometimes you listen to, you need to listen to other
players, other players’ speeches, their sayings and, you also don't write.
These are the disadvantages. I mean, very limited, uh, writing and
speaking. Sometimes you, yes mostly actually, mostly you listen to or
you read to something. They improve your reading skills. They improve
your listening skills in a way, but not in in the sense of writing or
speaking. These are the things that they usually lack.
Multiplayer role-playing game respondent: So one of the advantages
is also a disadvantage. The vocabulary is very specific, sometimes there
are no words that have been used in the current language. So yeah,
you're, you're learning a very specific vocabulary, that is disadvantage.
And also a second disadvantage is also, is an advantage. There are lots
of reading. Lots of lots of reading. And if it is a real time strategy, if it's
150
a real time strategy, you don't have a time to time to check it, check the
meaning of the words.
Single-player simulation game respondent: Since they are single
player, they don’t include so much speaking. The only person who can
speak is yourself, and yeah, maybe reading, and other than that,
listening. I think there is not much listening in these games as well, so
it's only about vocabulary.
The second category under the theme limitations of computer games for
language learning was player-related issues. This category stands for the acts and
preferences of gamers which can hamper language learning in computer games.
Examples of such behavior include skipping cutscenes and dialogues, not paying
attention to the language use, the use swear words by some gamers, not playing the
game in the target language, trying to do a speedrun (trying to complete a game as fast
as possible), not playing with people from other countries, and being addicted to
games. To start with, ignoring the content of the game due to various reasons is
indicated as a significant problem for language learning by a number of participants.
The participants hold the view that not being exposed to the target language in a game
or not paying enough attention to the language during gameplays is a crucial hindrance
for language learning.
Single-player action game respondent: The disadvantages mainly start
with the preferences of gamers. For example, if you're speedrunning or
trying to do a no-damage playthrough, by again speedrunning, skipping
cutscenes and skipping dialogues, you may lose the opportunity to
grasp some English knowledge.
Multiplayer action game respondent: When you try to use that language
so much you will learn it, but I, I have so much friends, and they didn't
learn it because they, they just play for fun, or yeah you know just I want
to play this round or try to play this game.
Another point that was highlighted by the participants was related to the
preferences or the actions of game players, specifically those that prefer the
multiplayer game mode. The participants think that not playing with people from other
countries, being addicted to certain computer games, and the use of swear words by
some gamers may pose challenges for language learning in these games.
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Multiplayer adventure game respondent: I think playing games is not
only about this, like let me play this game or something. I think we
should play with other players from other countries. We need, yeah, we
should talk to them, and while playing we need to, uh, you know, we
need to see these, uh English words or something and, we try to learn
from them, learn something.
Single-player role-playing game respondent: I think it's a general
disadvantage. If you become addicted to a role-playing game, and it is
a common situation, right, then you won't really care about language
learning, and you won't really care about anything else. So, you need
to know your goals, you need to know how you can benefit from the
game, and you need to sacrifice some of the fun you are having to also
learn some English, as well.
According to the participants, these player-related issues are some of the most
important limitations that can hinder the outcome of language learning in gaming
sessions. Not all these are directly related to the players themselves as some of these
limitations are posed by other players in the same game with the player. However, not
only the ones that are directly related to the players themselves but also the others can
be controlled by players either in the form of avoiding, such as in the case of not
playing the game with people from other countries or not using the game interface in
English, or in the form of ignoring through in-game features, such as in the case of
swearing teammates.
4.5.4. Ways of language Learning and Practicing in Computer Games
The third theme that was uncovered as a result of the analysis was ways of
language learning and practicing in computer games. This theme indicates the various
ways through which gamer learners of English learn and practice target language
knowledge and skills in computer games. The categories identified under this theme
were ways of vocabulary learning, ways of grammar learning, ways of reading
practice, ways of listening practice, ways of writing practice, and ways of speaking
practice. Each category denoted the ways of learning and practicing in that specific
target language knowledge or skill type.
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The first category that was identified as a result of the analysis was ways of
vocabulary learning. This category explains how gamers learn target language
vocabulary while playing computer games. This includes both the ways they are
exposed to vocabulary items in games and various techniques that they use to enhance
vocabulary learning during gameplay sessions. These means involve finding meanings
of vocabulary items through the context, using a dictionary to check the meaning of
words, learning words to communicate with others in games, using game-related
collocations while gaming, getting exposed to vocabulary items via the quotes of
characters, learning new vocabulary items via reading in-game texts, learning
previously encountered words from a teacher, learning words that are specific to a
game, searching the meanings of words on the Internet, and getting exposed to game-
specific terms. Although it was not always the case, in participant responses, more
participants preferring single-player game mode focused on learning via the context or
using dictionaries, and the participants preferring the multiplayer game mode
highlighted the importance of learning vocabulary in an effort to communicate with
others. On the other hand, people preferring different genres mostly had similar
opinions towards the ways of vocabulary learning in computer games.
Single-player action game respondent: For example, first, uh, trying to
understand the word by its context. Let's say, when does that word is
used, or where, by whom that that word is used and, another type of
method is using dictionaries. Really classic, but works great, like a
charm.
Multiplayer action game respondent: In Counter Strike, when you talk
with other people, you have to use some sentences, like I said like, the
enemy at a site, or I need a gun, or I need help. That's the basics, of
Counter Strike you don't need so much, uh, words to, to learn to play
CS, go with other people, but some other games you need to learn it, or
sometime when you meet a good guy and make friends with them, then
when you talk with them you, you will need another word like, uh, where
you study and, uh, do you have a girlfriend. Yeah, we talk about this,
and what you study, how long you are playing CS:GO or another game
we play. Because of that, you need to meet people and you need to open
another conversation to learn the good English. In CS:GO, you have
the basics after like, I said, after like 500 hours, you will have the basics
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of CS:GO. You have the basics of, like, I will flash after three seconds,
maybe you will say to your friends, or you will type at chat to other,
other guys. Yeah, you will use something, it’s the basics. After like 500
hours, you will not need a new word, I guess.
Single-player strategy game respondent: You're reading, you're
stumbling upon a word that you don't know, and your, your curiosity
gets the best of you, and you just, yeah, you just get your dictionary,
check it, or use Tureng (a dictionary), I mainly use Tureng, for these
kinds of stuff and. Also, you're reading, and you just see a word that you
don't know, and then go to school, and the teacher, shows you the
meaning of the word, and that way you learn it.
One interesting point under this category was that unlike the participants
preferring the other genres, the participants that prefer the simulation genre in both
single-player and multiplayer game modes both focused on the learning of specific
terms while playing simulation games.
Single-player simulation game respondent: As I said, these games are
focused on a specific subject, and for example, when you are playing
The Sims, you can learn many vocabularies from your daily life,
because you are chatting with other sims in that game as if you are a
real person in that world. That's how you do it. And, as for Euro Truck
Simulator, sometimes your gear gets, Uhm, spoiled in the game, and
you can understand by Googling it, what does gear means. Otherwise,
you can't figure out what's that.
Multiplayer simulation game respondent: To be honest, I work so hard
to get that terminology because I'm not a mechanical engineer.
Sometimes, we have disconnecting with our engineers, so I have to
learn every single thing on my car, especially in iRacing. You have to
adjust brake bias, you have to adjust camber, so suddenly you are
turning into a mechanical engineer. Then I have to learn every single
detail and terminology of my car, because sometimes I have to adjust
them myself. So, I have to know every single name of the parts of engine,
tires or brakes. So, this enlarged my vocabulary so well, because I have
to understand.
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The second category under the theme ways of language learning and practicing
in computer games was ways of grammar learning. This category corresponds to the
ways of learning grammar in computer games. The participants believe that getting
exposed to distinct grammar structures repetitively in different contexts and using
grammar actively for communication are key points of learning grammar in computer
games. Implicit learning is highlighted as an important aspect of grammar learning, as
well. When it comes to the distribution of the participant expressions based on game
mode and genre, it is evident that participants preferring the single-player game mode
tend to focus on the exposure to grammar structures and learning through the context
implicitly, whereas participants that favor the multiplayer game mode dwell more on
the practicing of grammar actively for communication. A considerable effect of genre,
on the other hand, was not observed in the responses of the participants except for
more focus on story-based reading activities in role-playing genre. Apart from that,
participants from various genres that prefer the single-player game mode specifically
pointed out that they learn grammar structures implicitly by getting exposed to various
content.
Single-player adventure game respondent: If the grammar structure is
not that complicated and if it's very, repeating or, the, the same
structure repeats all over again, yes, you learn it. For example, I
remember learning this structure, I mean, the, the smarter you get, the
better, the better a chess player you become. These kinds of structures
are very easy to learn because they are distinct in a way. I mean, they're
different from other structures and they stand out. And yes, you learn
these kinds of structures. Uh, if, if the, if the sentences are not that
complicated, I mean, in a simple way you learn them.
Single-player strategy game respondent: As it has lots of reading
involved, it has many different grammar rules hidden inside it, so you
are learning it by seeing the rule. As opposed to modern Turkish
schools, where you are just first instructed to use the grammar rule, you
are just seeing the sentence, and you're, you're figuring out the
grammar yourself.
Participants that prefer the multiplayer game mode, on the other hand,
emphasized the importance of practicing and using grammar actively in computer
games. Using grammar structures in speech, practicing what already-known structures
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in communication, and trying to use grammar effectively for improved communication
are among the notable opinions. The participants that favor the multiplayer game mode
believe that they use their already existing grammar knowledge actively in computer
games for communicative purposes. But there are also opinions that there are limits to
the learning and practicing of grammar in computer games.
Multiplayer role-playing game respondent: I don’t really know about
the grammar. Yes, you see some grammatical structures, and especially
if you're playing a game like World of Warcraft, you can see a little bit
of literary texts, you know, using different kinds of structures. But I think
the real strength of playing multiplayer games for your grammar is that
you can practice your grammar, whether you're writing something
where you are speaking, you're using structures. So, for the practice
part, I would say that yes, it's helping with your grammar, but after a
certain level, I don't think you're really learning new grammatical
structures, and it's also, about, you know. After some level of English,
you can understand what your goal is in the game without
understanding the whole text, right?
Multiplayer simulation game respondent: If I'm not mistaken,
sometimes you have to talk every single thing on the grammar. I mean,
when your engineer said box box, you can say only box because it
means something different. You always have to use there, how can I say
that, you, you have to use their terms. You can't go outside. So, it forces
you to use their grammar and syntactical structure.
The third category under the theme ways of language learning and practicing
in computer games was ways of reading practice. This category denotes the various
ways of reading practice that is carried out by gamer learners of English in computer
games. These include activities such as reading subtitles, chat messages, instructions,
quests, speech bubbles, hints, and settings. The participant responses under this
category are mostly repetitive and overlapping regardless of the game mode and genre.
The participants believe that there is a considerable level of reading in all genres and
game modes. The most striking ways of reading practice compared to the others under
the category is reading subtitles. The participants believe that reading the subtitles, or
in some cases speech bubbles, of in-game characters’ communication is a crucial part
of reading practice in various game genres.
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Single-player adventure game respondent: I practice reading a lot in
these games because the, the genre I play, the games I play, requires
you reading a lot. I mean like divulging The Walking Dead, when you
are moving through the storyline, you need to talk to a lot of people.
And, when you talk to them, sometimes they don't just, I mean in the in
the game, uh, there is no such thing as speaking. Sometimes the
speaking things should pop up on, on, on the players, and you need to
read them a lot. And when there is the listening part in the games, when
the other players or NPC's are talking, there are subtitles, and if you
are or if I am not that good at understanding the spoken context, then I
need to read the subtitles, so I practiced it a lot. I can say that I practice
it a lot.
Single-player action game respondent: As I mentioned before, I try to
do my best, during cutscenes and in game dialogues, to read and
understand each word or sentence.
Another important view held by participants with different game mode and
genre preferences under this category is related to the reading activities in the game
that are conducted to understand and/or to customize game mechanics, such as reading
instructions, hints, and settings of games. The participants believe that these hold and
important place in the game simply because it is often necessary to play any game or
to be better at it.
Multiplayer action game respondent: Sometimes you, when you wanted
to learn a new game, you need to, to, to read the rules of the game. And
when you read it, you need to know what it is to play the game good, so
you can learn from there. Not, not that enough, but yeah, it's enough for
any player.
Single-player strategy game respondent: Strategy games requires
reading. If you don't read, you don't get, you don't get to defeat your
opponent. There are, there are just specific things that may, that may
give you upper hand in the battle.
When it comes to story-based reading, the role-playing genre stands out from
the others. In the role-playing genre, the reading of game-based stories and quests are
regarded by the participants as accounting for considerable reading practice in the
game. Role-playing games are often set in fictional settings. The participants in the
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role-playing genre point out at they are involved in reading activities in the game by
reading these-game based stories and quests in order to follow the storyline, or to get
more information about the lore of the game. This is also an important point of
importance considering the fact that the role-playing genre had the highest levels of
reading practice both in the results of the questionnaire and the observation.
Single-player role-playing game respondent: For example, there are
hundreds of books in game called the Elder Scrolls Skyrim. These books
contain information about the story of the game, and players who want
to understand the story better must understand the text in the books very
well. This requires the player to put in extra effort to understand the
text of the books.
Multiplayer role-playing game respondent: Well, definitely. You know,
in role-playing games there are some quests, and, unless you're using
some add-on or some other additional software, you need to understand
the quest, you need to understand where you're going, what you need to
do. But as I said, if your goal is to just level up or just play the game,
you can just easily skip those parts. So, for me, I just enjoy this story. I
just love reading the quests and additional texts in the game, and this is
a I think a great way to learn vocabulary items implicitly So, when
you get a quest, you know, you can just click on accept in World of
Warcraft or you can just read the quest if you're interested in its story.
So, I'm mostly interested in this story, and I read those texts.
In terms of the codes of the observation and the codes of the interview, it can
be said that the two largely corroborate one another. A number of reading activities
such as reading subtitles, reading speech bubbles, reading quests, reading game
settings, reading instructions and hints, reading in-game information, and reading chat
messages were activities that were noted both within the observation and the interview.
The fourth category under the theme ways of language learning and practicing
in computer games was ways of listening practice. This category is comprised of codes
that refer to the practicing of the listening skill in computer games. These instances
involve listening to quests, details of a story, instructions that are read aloud, dialogues,
teammates, and other players. Under the present category, game mode presents itself
as the factor that causes differences among the opinions of the participants. Whereas
the participants preferring the single-player game mode focus on content-based
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listening activities such as listening to quests, dialogues, and instructions, the
participants that favor the multiplayer game mode focus more on listening to
teammates or other players while gaming. When it comes to genre-based influences,
similar with the practicing of reading, the focus of in listening for the participants that
prefer the role-playing genre was more story-based activities compared to the other
genres, where the focus was more on dialogues and communication with other players.
The first point that should be highlighted under this category was the opinions
of the participants favoring the single-player game mode. In the opinions of these
participants, listening to game content had a dominant role. These participants believe
that listening to in-game characters and content is a significant component of listening
practice in different computer game genres by also noting certain limits of specific
genres for the comprehensiveness of the listening practice.
Single-player role-playing game respondent: They can learn the details
of tasks by listening to characters in game in terms of listening and
speaking, especially in RPG games, since the lyrics in the game give
the details of the story to player, the players should listen with extra
attention.
Single-player strategy game respondent: Well, strategy games involves
little listening actually, but specific games like Total War has, you know
that instructor that reads you the text without you need to read it. And,
that way you can listen to an extent, but it's not that, well, let's say
thorough as reading.
The participants that prefer the multiplayer game mode, as noted earlier,
focused more on the listening activities that result from the communication of players
in the game. According to the participants, this act of listening can result from the
communication of players within the same team or from any other player in the game.
Multiplayer adventure game respondent: Listening, like I said before,
the characters speaking, talking with other players, like, in such games,
like Lost Ark there are crews. There, you join a crew. You can also talk
with a voice, also talk with voice channel, in the voice channel with
other, other players in your crew. Maybe this improves your English,
about listening, listening of players like this.
Multiplayer simulation game respondent: Listening, of course we are
having, we have headphones when we are driving the car, so our
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engineer, we are, we have a community on discord so they can
communicate with us on a live broadcast, at the same time we can talk
on Discord channel. They are saying uh, something when I'm driving
so I have to listen and understand him, at the same time, I have to drive
the car carefully because if I'm, if I focus too much on my engineer, I
will crash or, yeah, just like I said I can crash the car. So yeah, listening
is too important in terms of racing games because my engineer always
keep me updated, what my rivals are doing, their lap times. So yeah, it
improves listening too.
The action genre, which displayed the highest levels of listening practice not
only in the questionnaire but also in the observation of streams, did not differ
considerably from the other genres in terms of the types or focus of listening activities
based on the findings of the interview. The types of listening activities in the action
genre were similar to the other genres, both in single-player and multiplayer game
modes in the observation, as well. Both participants sharing opinions on the action
genre indicated that listening practice is a crucial part of action games. The participant
preferring the single-player game mode in action games dwelled on the role of
dialogues in action games, while the participant favoring the multiplayer mode focused
more on the role of communication with other players in practicing listening. This
situation was also similar with the outcome of the observation and the rest of the
interview responses.
Single-player action game respondent: After I played the game and
completed it once or twice, I of course tried to do listening by disabling
subtitles. That's how my listening improves.
Multiplayer action game respondent: Of course, the listening is the
biggest part in in the multiplayer games. When you, when you talk, you
have the microphone, and you, you need to have the headphone. You,
you will talk to so many people with so many accents. You will talk with
Russian and English and Portuguese, so many people can play with
you, people from Germany, they all have an English, maybe it's not that
good, but yeah, it's good for English learning. You can learn from them.
The ways of listening practice that are uncovered as a result of the analysis of
the interview demonstrate significant similarities with the activities of listening
practice that were identified as a result of the observation. The ways of listening
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practice in participant responses such as listening to quests that need to be completed,
listening to story elements, listening to some instructions, listening to dialogues
between in-game characters, listening to teammates in voice-chat, and listening to
other players in games were all identified as part of the observation, as well. Therefore,
it can be stated that the acts of listening practice uncovered as a result of the
observation and the interview mostly corroborate one another.
The fifth category under the theme ways of language learning and practicing
in computer games was ways of writing practice. This category covered the opinions
of the participants that indicated how they practice writing in different game modes
and genres. These ways include taking notes, noting down expressions, writing chat
messages, writing messages until being ready to speak, writing in-game input, and
writing by getting help from the Internet. Just like writing was the skill that was
reported to be practiced the lowest in the questionnaire and observed to have the least
amount of practice in the observation, ways of writing practice had the smallest code
frequency among the four language skills. Since writing is a productive skill, most of
the responses under this category came from participants that prefer the multiplayer
game mode, who usually have the ability to communicate with other players. However,
there were also some instances of writing practice by some participants preferring the
single-player game mode, as well.
Most participant responses under the category were related to communicating
with other players in multiplayer games, regardless of the genre. Writing messages is
the most repetitive way of practicing writing in the responses of the participants. It is
a common idea in the data that players can write chat messages to other players in
multiplayer games in this can contribute to their writing development in the target
language. This act of writing can arise as a result of several reasons including not
having the opportunity to talk to other players via a microphone, or not preferring to
speak to other players despite having the opportunity to talk to them. This act of writing
can be realized independently, or by getting help from external sources.
Multiplayer action game respondent: The writing is, maybe I can say
like when you chat you will right, of course. But, uh, yeah, I am weak
with writing a new word. Some, some words you can know, it's not that
hard, but you want to write a new word like a maybe I got a good
yeah that, that's a good sample, it’s like how I can write congratulation.
Yeah, I can say it, but I take some hard to write it, so sometimes when I
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try to learn how I can write, I will just go to Google and try to write it
there. Yeah, that's how I can know how I can write in English.
Multiplayer role-playing game respondent: You know, uh, some players
do not choose to use their microphones. And when I was in high school,
actually, I was writing more than I spoke in those games, so I didn't
have a microphone. I was really ashamed of speaking in those games
because most of my friends were native speakers. So, during those times
I relied more on my writing, uh, I was writing what I'm going to do, I
was writing if I had a question. So, things like that. But as I increased
my English proficiency, and as I, as I was able to speak more fluently,
I used my speaking skills more.
As noted earlier, some single-player participants also pointed a couple of ways
of practicing writing while playing single-player games in addition to noting some
limitations to writing. This includes taking notes during the gameplay and writing in-
game input. Taking notes can be related to writing down specific expressions within
the game that grab the attention of the player, or when the player wants to take notes
of something important about the game to keep that thing in mind. Writing in-game
input is related to instances in some games that require the player to write something
specific, often as a code, in order to get the desired outcome in some games.
Single-player action game respondent: If I see some quotations or
words or idioms that I like, I make sure to write it down.
Single-player adventure game respondent: I can say hardly or barely,
because in those kinds of games you don't need to write anything, or
you don't get the chance to write anything other than the passwords.
Sometimes you need to write passwords to open doors and things like
that other than these, other than those, you don't need to write anything,
so writing is not a skill that I can master in those single player games.
You don't get the chance to do it.
The findings under the present category were not in line with the findings of
the questionnaire, just like the findings of the observation. In the findings of the
questionnaire, the highest frequency of writing practice was observed in the strategy
genre, but according to the findings of the observation, this was not the case. Similarly,
the participants sharing opinions on the strategy genre, both the one that favors the
single-player mode and the one that prefers the multiplayer mode, reported lack of
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writing as a limitation for language learning. Under the category of writing practice, it
can be said that the findings of the interview are more similar with the observation
than the questionnaire.
When it comes to the ways of writing practice, however, there is only partial
similarity between the findings of the observation and the interview. In the
observation, the only type of writing practice was related to writing messages on chat.
However, the findings of the interview included other ways of writing such as taking
notes and writing in-game input, in addition to the writing of chat messages. Still, it
can be said that there is more similarity than difference between the two types of data,
since the majority of the codes under the category relate to writing chat messages.
The final category under the theme ways of language learning and practicing
in computer games was ways of speaking practice. This category refers to the ways
through which speaking is practiced by the participants in computer games. These
include speaking with teammates, speaking to other players, having casual
conversations, getting into complex oral interactions, speaking to the AI, and repeating
expressions of in-game characters. Similar with writing, the codes under the present
category were mostly comprised of the expressions of the participants preferring the
multiplayer game mode. However, participants that favor the single-player game mode
also put forward several ways of practicing speaking while gaming. When it comes to
different genres, the opinions of the participants mostly overlap under the present
category. Players from different genres believe that talking to other players in the same
team or in the opposing team in multiplayer game mode and speaking to one-self or
the characters in the game in single-player game mode are the most frequent means of
practicing speaking while playing games.
The first, and the most frequent, ways of speaking practice is talking to other
players in the game through a microphone, whether they are teammates of the player
or just other players involved in the game, according to the opinions of the participants.
It is the common view of the participants that speaking with other players from various
backgrounds from all over the world and different English accents is a crucial part of
multiplayer gaming. This interaction can occur in an effort to become more successful
in the game by boosting cooperation among teammates, or it can simply arise with the
intention of gamers to get known to each other and become friends. One important
point was that several opinions about the ways of speaking practice in multiplayer
games were integrated with listening activities. In addition, some participants also
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pointed out their opinions about different genres of computer games by making
comparisons.
Single-player role-playing game respondent: OK, so for listening can
speaking though those two skills, uh, I think, I think you can greatly
benefit from multiplayer role-playing games for those skills because
you know it is authentic communication if you're playing a role-playing
game like World of Warcraft. You're getting into those raids, dungeons,
and you need to communicate, and it requires a complex form of
communication. You need to complete complex tasks, you need to deal
with complex bosses. It is not like Counter Strike or some other shooter
games. I also played a little bit Counter Strike and all you need to say
is, you know, go there, do this, and it is not a really great way to practice
your listening and speaking, But, in World of Warcraft, especially when
I was playing it like six or seven years ago, I was playing really a lot.
Those times, you know, we needed to communicate a lot, within those
groups, so it was a great way to practice.
Multiplayer simulation game respondent: I don't need to practice my
speaking because I'm speaking every single time with my engineer on
race, because just like I said at the beginning, I, we have to decide when
we're going to pit, which tire our option, or are we going to undercut
him, or what should I do, should I preserve the car, or I push the car
for the championship or the points. So, speaking is the most effective
side of simulation games because you have to interact with your
engineer or, or with your co-driver. So, speaking is very important, and
the simulation games have a lot of advantages in terms of speaking.
As noted earlier, the codes under the category were not only comprised of the
responses of the participants that prefer the multiplayer game mode. Participants that
favor the single-player game mode also pointed out several ways of practicing
speaking in single-player games. These included repeating the expressions uttered by
in-game characters in the game and players speaking to themselves during gameplay.
Single-player action game respondent: Speaking well, it mostly works
out by. How may I say? Repeating the words or the idioms or the
sentences, the character characters use.
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Single-player adventure game respondent: In single player games there
are no real people. I mean you need to talk, so I I just talked to myself…
It happens, yes, I mean, if the focus here is, when you're playing a game,
if the focus, if your focus is to learn something in English, and then yes,
you can practice. And I, I did it in the past. Like, there was some no
catchy phrases, and you, you listened to, you heard, and you used to
repeat them. I mean I used to repeat them. It was, it was a good thing.
Yes, I didn't think about that before. Well, when I was playing
Commandos back in the days, there was a phrase: Consider it done.
For example, I learned it from, from the NPC like consider it done from,
from the players. You can, we can say that it is not very effective. Really,
you need to talk to English, talk in English, or practice English. It is not
that effective, but yes, it can be done.
When the results of the interview were evaluated within the light of the findings
of the questionnaire and the observation, which indicated that the frequency and the
length of speaking practice was the highest in the action genre, a considerable
difference between the opinions of the participants that prefer the action genre and the
opinions of the participants that prefer other genres could not be observed. A crucial
point was that the code frequency for speaking practice was higher than all the other
genres under ways of speaking practice. This finding in the interview was similar to
the findings of the questionnaire and the interview. However, the participants in the
action genre did not report different ways of speaking practice compared to the other
genres. The participants that prefer the action genre highlighted the same speaking
practice means, talking to one-self and talking to other players, in their responses.
When the codes under the present category were compared with the codes of
the observation, it was seen that there was considerable similarity between the two.
The ways of speaking practice reported by the participants and the ways of speaking
practice observed in the game streams largely overlapped. These include players
repeating the expressions of in-game characters and talking to themselves in single-
player games, and players talking to other players from different backgrounds in
multiplayer games. Therefore, it can be stated that the findings of the interview
corroborate the findings of the observation under the category ways of speaking
practice.
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4.5.5. Opinions about the Previous Findings of the Study
The fourth theme uncovered as a result of the analysis was opinions about the
previous findings of the study. This theme represents the ideas that were put forward
by the participants when they were informed about certain key points regarding the
results of the questionnaire and the interview. The two categories under this theme
were agreement and disagreement with the previous findings and reasons for the
previous findings. The former stands for the opinions of the participants about whether
they agree or disagree with a specific outcome of the questionnaire and the interview.
Three codes were noted under this category. These were agreement with the previous
findings, partial agreement with the previous findings, and disagreement with the
previous findings. The latter category indicates the ideas of the participants about what
the reasons for the certain outcomes of the previous data collection processes could
be. The codes under this category are numerous and quite similar with the earlier
themes of opportunities provided by computer games for language learning and
limitations of computer games for language learning in that they often refer to various
advantages or disadvantages of computer games for language learning. However,
instead of relying on the general ideas of the participants, they are specifically provided
as potential explanations for the results of the present study. Thus, the categories and
codes under the theme opinions about the previous findings of the study provide
insights into the earlier results of the present study.
The first point of inquiry in the study was to find out whether there were
significant differences between the single-player game mode and the multiplayer game
mode for language learning. There were two notable findings under that inquiry. The
first one was that there was significantly higher reading and listening in single-player
role-playing games than in multiplayer role-playing games. This finding was also
corroborated with the stream observations, which demonstrated that there was more
reading and listening duration in single-player role-playing games than the multiplayer
ones. The findings of the interview point to a direction of agreement with these
findings. When asked about their opinions about the findings, the participant that
preferred the single-player game mode solely focused on the practicing of reading and
listening in these games, whereas the participant that preferred the multiplayer game
mode only dwelled on reading in addition to various other points. This might show
that participants playing single-player role-playing games are specifically and more
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extensively exposed to reading and listening compared to ones that play multiplayer
games.
Single-player role-playing game respondent: I agree, as I said in
previous questions, there is a great benefit in playing RPG games,
especially for a player who wants to improve his reading and listening
skill through the language.
In terms of the comparison of single-player and multiplayer game modes, the
second notable finding was that there was more writing and speaking practice in
multiplayer games than in single-player games in all the genres involved. When they
were asked about their opinions regarding the findings of the study, no participant
sharing opinions about the single-player game mode expressed that there was practice
of writing and speaking skills in single-player games unlike the ones that prefer the
multiplayer game mode. This clearly indicates that lack of other players to
communicate with is a significant limitation for the improvement of target language
writing and speaking skills in single-player games of all genres.
Single-player action game respondent: Yes, I agree with that statements
because I personally mostly do reading and listening. And I can mostly
find instances for listening and reading than writing, and grammar, and
speaking.
The second focus of the study was to find out differences among the genres in
terms of the learning of target language vocabulary and grammar, and the practicing
of target language reading, listening, writing, and speaking skills. In the questionnaire,
it was found that there was a significant difference among the genres in terms of the
learning and practicing frequency of each target language knowledge and skill type. It
was uncovered that the reason for the significant difference in learning vocabulary,
learning grammar, and practicing reading was lower frequency levels of learning and
practicing in the simulation genre. The significant difference in practicing listening
and practicing speaking resulted from relatively higher levels of practice frequency for
these skills in action games. Finally, the significant difference in writing stemmed from
relatively higher practice frequency in the strategy genre. On the other hand, the
observation supported some of these findings while not supporting the others. Firstly,
no overt example for learning of vocabulary and grammar took place in none of the
game modes and genres involved in the observation. Similarly, the writing duration in
the strategy genre was not the highest compared to the other genres. In contrast with
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these, the observation corroborated relatively lower levels of reading in simulation
genre, and higher levels of listening and speaking in the action genre. The participant
responses provide several opinions and potential explanations for these outcomes.
First of all, there was a discrepancy between the findings of the questionnaire
and the interview with regard to the learning of vocabulary and grammar. When the
responses of the participants are considered, several possible explanations are put
forward. One common idea was that vocabulary and grammar are learned more
implicitly in computer games than explicitly. Another notable idea was that, after a
certain level of proficiency in the game or in the target language, players may not need
to understand every vocabulary item and grammar structure in a game in order to
proceed through the storyline or to perform better in the game.
Multiplayer role-playing game respondent: Well, implicit learning is
very much possible in games, but I think it's about your motivation
again If your motivation is to complete your objective in the game, then
you would just go for the objective you, would just see, kill this and
collect this and you would just go for it. But if you're interested in in a
little bit more, if you're interested in this story, if you're interested in
the details, then you would have this urge to go to the next level. I think.
It might be related to that.
Multiplayer strategy game respondent: I do, yes, I do, by listening, uh,
in sentences what it used before or what it used after, like indirect
learning.
Secondly, when it comes to relatively lower levels of reading in simulation
games, there was agreement and disagreement with the findings. This situation was
not just applicable to reading, but also for listening, writing, and speaking, as well. In
all these skills, in the results of the questionnaire and the interview, simulation games
had relatively lower levels of practice frequency and duration compared to other
genres. When the participants sharing their opinions on simulation games were asked
about their ideas on relatively lower levels of target language skills practice in
simulation games, the participant preferring the single-player game mode agreed,
whereas the participant preferring the multiplayer game mode disagreed. Whereas the
former participant expressed similar ideas throughout the interview, the latter
participant suggested that this finding might be related to the preferences of the gamers
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involved in the study. However, the participant disagreeing with the findings focused
more on communicative skills as opposed to reading while expressing opinions.
Single-player simulation game respondent: Yes, I completely agree. I
mean, I said this during our interview so many times. I agree.
Multiplayer simulation game respondent: No, I don't. Because just like
I said before, we do a lot of, uh, communication with our friends or
engineers. So you need to talk very fluently, and you have to use the
correct grammar to communicate better and do better jobs.
In terms of relatively higher levels of listening and speaking in action games,
the participants seemed agreement despite their agreement being at different levels.
When the participants sharing opinions on action games were asked about this issue,
the one preferring the single-player game mode agreed with the findings whereas the
one preferring the multiplayer game mode demonstrated partial agreement. The
participant that preferred the single-player game mode stated complete agreement in
the statement, which was noted earlier, as well. Practicing listening and reading
intensively mostly through dialogues and their subtitles seems to be dominant over the
use of productive skills in single-player action games. The other participant did not
believe that action games have more listening than some other genres by giving an
example from a role-playing game. This example is noteworthy considering the fact
that role-playing is the genre where the listening practice frequency is the second
highest after action games in the findings of the questionnaire and the genre has the
second highest listening duration according to the findings of the observation. Taking
this into consideration, it can be stated that the viewpoint is not completely conflicting
with the previous findings of the study.
Single-player action game respondent: Yes, I agree with that statements
because I personally mostly do reading and listening. And I can mostly
find instances for listening and reading than writing, and grammar, and
speaking.
Multiplayer action game respondent: Yeah, I can agree, but there
there's so many adventure games like, maybe I write it, like The Witcher
3. In The Witcher 3 you need to learn so much, so much words from
English, and every time the character in the game, he talks in English,
and you will need to listen it, listen for him. Because of that, we can say
that the adventure games have the same.
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Finally, when it comes to the comparison of the genres based on writing
practice, the findings based on the opinions of the participants regarding previous
results are more in line with the observation than the questionnaire. In the
questionnaire, it was found that there was relatively more writing practice frequency
in strategy games compared to other genres. In the observation, however, this was not
the case. The duration of writing was not higher than all the other genres, and there
was almost no instance of writing in the strategy genre, just like most other genres.
When the participants sharing opinions on the strategy genre were asked about their
opinions on this issue, they provided ideas in line with the findings of the observation.
The participant that preferred the single-player mode agreed with the findings of the
observation rather than the questionnaire. The participant that prefer the multiplayer
mode also agreed with the results of the observation stating a lack of writing in strategy
games.
Single-player strategy game respondent: Well, I think these persons
who, these person who say that strategy games involves writing, are
playing the games like Dota or League of Legends. These games have
lots of writing in it, and it's also daily speech. So it's not like, uh, specific
vocabulary that you need to use. You can use daily speech and you can
also use grammatical structures in those games, but I personally do not
consider those games as strategy. So yeah, I just, I agree with the
observation, but not with the questionnaire.
Multiplayer strategy game respondent: I agree that I think that writing
is not that much in strategy games.
The third focus of the questionnaire and the observation was to compare the
genres within themselves to find out whether certain target language knowledge and
skills have more learning and practicing frequency and duration compared to others
within each genre. The findings of the questionnaire were quite similar to one another
under this point of inquiry. In all the genres involved, there were higher frequency
levels of vocabulary learning, reading practice, and listening practice compared to
grammar learning, writing practice, and speaking practice. The findings of the
observation partially differed but mostly supported these findings. In the observation,
no overt example of vocabulary and grammar learning was observed. However, there
was also higher durations of reading and listening practice compared to writing and
speaking practice in the observation, as well. When the participants were asked about
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their opinions regarding this finding, most of them agreed and stated that they do more
reading and listening compared to writing and speaking in their gaming sessions.
Single-player adventure game respondent: Yes, I agree with it and
actually what I told you was more or less the same. Yeah, and that's
right, I agree. You learn more vocabulary than writing or speaking, and
you listen to more than the others.
Multiplayer strategy game respondent: Yes, I agree with this finding.
As can be seen from the participant responses, the opinions of the participants
indicated an agreement with the finding that learning vocabulary is more frequent than
grammar, and practicing reading and speaking is more frequent than practicing writing
and speaking in computer games as a whole.
4.5.6. Suggestions for Gamer Language Learners
The fifth theme that was found out as a result of the analysis of the interview
was suggestions for gamer language learners. This theme relates to the
recommendations of the participants for increased effectiveness of language learning
while playing computer games. The three categories under this theme are adopting a
mindset of learning and having fun, optimizing gaming habits for language learning
and using external sources. The first category is related to the suggestions of the
participants about the need to focus both on having fun and trying to learn and practice
the language while playing computer games. The second category involves
suggestions of the participants that are related to improving gaming preferences so that
the effectiveness of language learning while playing can be maximized. The third
category, on the other hand, includes participant recommendations about using
external sources of language learning and language content that can be utilized by
gamers in an effort to augment the outcome of language learning during, prior to, or
following gaming sessions.
As noted previously, the first category adopting a mindset of learning and
having fun pertains to the recommendations of the participants for other gamer
language learners in terms of adapting their mentality for not only having fun but also
for language learning to get more benefit from computer games for language learning.
The codes under this category involve the opinions of the participants regarding the
need for being passionate about language learning while gaming, focusing on learning
as well as having fun, being determined to use previously-learned structures during
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gaming sessions, and not being afraid of speaking. The participants believe that one of
the most important steps of getting the best benefit from computer games in terms of
language learning is to make oneself ready to learn target language knowledge, and
trying to and not being afraid of using target language skills in gaming sessions. There
is a common ground among the opinions of the participants that if players give
importance to language learning and try to do their best to learn and practice while
having fun, the outcome of language learning can be optimized.
Single-player adventure game respondent: You need to, uh, concentrate
on learning, not just playing the game. You need to concentrate on
learning new material from the game. Of course, you're going to enjoy
the game, but also you don't need to waste your time, such a, only by
playing the games. You need to learn something. And consider this, I
mean, this is this is better for you when you want to learn something.
And it's also enjoyable.
Multiplayer strategy game respondent: Most of the people that I know
is afraid to speak, uh, to other people from other nations like ... some
people afraid to talk with other people from other nations, and because
they're afraid they don't speak, in the, with their friends. So they are
being less, and I forgot that again, and they are afraid to speak. My
suggestion to them would be don't be afraid to speak because people
would always correct you or people will always understand you, it’s
better not to correct you, but understand what you mean at that moment.
So I would suggest them to not be afraid to speak.
The second category under the theme suggestions for gamer language learners
was optimizing gaming habits for language learning. This category stands for the
suggestions of the participants that are related with adopting gaming habits that can
maximize the benefit of language learning in computer games. These suggestions
involve playing on international servers, playing different kinds of games, taking notes
while playing, talking to oneself, and personalizing gaming experience for enhanced
language learning. The participants believe that in order to get the most benefit from
computer games in terms of language learning, players need to adapt their gaming
habits accordingly. It is understood from the opinions of the participants that playing
on international servers instead of national ones requires players to communicate in
English, playing different kinds of games helps players helps them benefit from
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various aspects of different games, taking notes allows players to remember what is
learned, talking to oneself neutralizes the negative effects of not being able to speak to
other players in cases such as in single-player games, and personalizing gaming
experience may help increase the fun as well as learning.
Single-player adventure game respondent: If I want to learn or improve
my language through single player games, I would suggest playing a
variety of games. I mean, different games, not just one type or not just
one game. Uh, you need to play as much or as many different games as
possible because each context and each game is different in its own
world, and you need to get into those different words to get different
vocabulary. And I can suggest that.
Multiplayer role-playing game respondent: I usually use a notepad to
write down vocabulary items that I see in the games or in TV series.
Usually those are not single items at my level, but when I see an idiom
or an idiomatic phrase, I just write it down, and then when I have some
free time, I try to practice it in different contexts. So I think the best way
to learn in those games is to just write down what you don't know in
those games, whether it is vocabulary or grammatical structure, and try
to use it in different contexts. I think this is the key.
Single-player simulation game respondent: I think when they play
simulation games, they might talk to themselves because that I always,
that's something I always do. I talk to myself in my head in English. And
that improves your fluency when you're speaking because when, when
you practice speaking in your own head, you can feel yourself confident
because there is no one to judge you except yourself. And when you
speak to yourself in your mind, you can feel that you don't know a
specific word and its meaning, and you can just Google it, you can learn
the meaning of the word, you can extend your vocabulary and yeah,
that's all.
The final category under the theme suggestions for gamer language learners
is using external sources. The points under this category relate to the suggestions of
the participants of the study that are related to using language learning tools or
authentic language content that players might benefit from during, prior to, or
following gaming sessions. These include searching the meanings of unknown words
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via a dictionary, watching movie adaptations of games, and watching game streamers
that use players’ native language and target language.
Multiplayer action game respondent: You want to just sit down and
play, after the playing you need to search about any, any new word you
heard in the game or saw it in the chat In the last years we have some
movies from games. You can watch movies from games.
Single-player strategy game respondent: In my case, I actually never
just figured out the language itself. I played it. And then I watched a
Turkish guy playing it, and it all came together just parts. Just we all fit
all fitting together. I was reading the English text that I, I was watching
this Turkish guy translating it and it all, it all came together.
Multiplayer simulation game respondent: I started to learn with, uh, I
just Google it on the Internet. So I just take a look what is this part.
There is a common belief among the participants that players need to benefit
from dictionaries for the unknown words that might be encountered in games. Some
pointed out the Internet for this point while others did not specify the means of
accessing the dictionary. Another interesting suggestion was watching movie
adaptations of games. A number of games, including the ones that are played by the
streamers and the participants, have cinematic adaptations, and these are outlined as
useful additional sources of language learning. In addition to these, watching game
streamers, which is a prevalent activity among gamers, is also noted as a useful
activity, especially provided that the streamer can speak both the native language and
the target language of the player.
4.5.7. Expectations of Gamer Language Learners from Computer Games
The final theme that was found out as a result of the analysis was expectations
of gamer language learners from computer games. This theme denotes opinions of the
participants that are related with their expectations from computer games that could
optimize language learning while gaming. Two categories were noted under this
theme. These are feature-related expectations and content-related expectations. These
categories are divided according to the expectations of the participants based on
whether these expectations are related to the mechanics of games or content of games.
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The category feature-related expectations stand for the expectations of the
participants regarding game-play mechanics of computer games and additional
mechanics that can be incorporated into computer games to improve language
learning. These include being able to use different languages, being able to talk to other
players, the presence of subtitles, having a simple design, bearing a pop-up dictionary,
presenting an interactive translation system, and the inclusion of additional elements
in games that are already present in the market. Some of these elements already exist
in several computer games despite not being present in all. These include subtitles,
simple design, and the ability to talk to other players via a microphone. The
participants believe that these features that they use in some computer games can be
added to some others that do not possess them to make language learning more
effective. Some other elements noted by the participants are not found in most, if not
all, commercial computer games. Such features involve pop-up dictionaries and
integrated translation systems. According to the participants, the development and the
integration of such features to computer games can enhance language learning output
in computer games:
Single-player action game respondent: I also thought about a Netflix
extension in which we use it to grasp some words and idioms and
sentences with their word program, let's see Maybe that would be
useful.
Multiplayer role-playing game respondent: I think the ideal way is to
take something already available, something that is popular and
enjoyable, and, um, try to implement some features into it just to boost
language learning this might be, and then maybe game designers
wouldn't care about this, but maybe you can just, I don’t know, create
a platform like Steam or something like that, or a software that stops
you every 10 minutes or 15 minutes to, I don't know, ask a question. It
asks you a question about the game, asks you a question about the
grammatical structure you’ve just seen. So, I think the ideal way would
be creating something external and apply it to the games that are
already available rather than just trying to create a million-dollar game
which is not really, I don't know, possible.
The second category under the theme expectations of gamer language learners
from computer games was content-related expectations. The opinions under this
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category involve the expectations of the participants regarding language content.
These include points such as being rich in reading texts, being rich in listening
components, having an intriguing and complex storyline for deeper understanding,
being exposed to a number of words, having riddles and puzzles, being presented with
choices, and not inhibiting entertainment with too much focus on learning.
Single-player role-playing game respondent: If I were to make an RPG
game, especially, I would place the game’s universe in a story-written
introduction, development, and conclusion. At the same time, I would
create important side-quests that develop around this plotline and are
relevant to this story. I would, I would not tell these story flows directly
to the player, but I would use them in objects such as books, pictures in
the game. It creates mystery that will activate the curiosity of the player
and I would like them to find them by reading the books in game or by
talking to people. Just like Skyrim, Skyrim is the best game in my
opinion.
Single-player strategy game respondent: Well, I would want it to be
historically accurate first of all, and I would also want it to be, involve
a lot of reading, like it's perfect today, today's strategy games are
perfect in that matter. I also want strategy games to involve choices like
Hearts of Iron or Europe Universalis, or Crusader Kings. Those games
give you a text and some responses, three or more, and Hearts of Iron
gives you two, but that's OK. So role-playing elements can also be
implemented, by the way I think role-playing is the best way to learn it.
And another thing is to involve, I think, listening a bit more. Well,
hiring, what are these called, hiring voice actors is not expensive. They
are cheap, and also, we have new technologies as to AI voice creating.
Those can also be utilized.
The participants believe that getting exposed to detailed and interesting textual
and auditory content through an elaborate storyline and not doing this at the expense
of having fun can contribute significantly to the language learning process. Similar to
the previous category, the participants believe that some games already possess such
content, and they mostly expect other games that they play to have such interesting
and useful content for language learning:
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CHAPTER V
DISCUSSION
5.0. Presentation
In this section, the findings are discussed to come up with academic and
practical implications for computer games and language learning in different game
modes and genres. First of all, the section provides answers to the research questions.
Then it offers a comprehensive overview of computer games and language learning in
games with different modes and genres along with optimal game mode and genre
combinations for the learning of target language knowledge and practicing of target
language skills. After these, the results are discussed in the light of the existing
literature. This is followed by implications for research and practice, and limitations
and suggestions for further research.
5.1. Overview of the Findings
The first point of inquiry in the present study was to find out whether there
were any significant differences between single-player and multiplayer game modes
in the participating gamer learners’ perceived frequency of learning vocabulary items
(research question 1a), learning grammar structures (1b), practicing reading (1c),
practicing listening (1d), practicing writing (1e), and practicing speaking (1f). The
main source of data for answering these questions was the questionnaire. However, the
findings of the observation provided insight for answering these questions, as well.
Based on the findings of questionnaire and the observation, there was no significant
difference between the two game modes in learning grammar and vocabulary, which
indicate a negative answer for research questions 1a and 1b. For practicing reading,
the only significant difference in the questionnaire was found in the role-playing genre,
favoring the single-player game mode. In the other genres, there was no significant
177
difference, which pointed to a negative direction for the answer of research question
1c. However, in the observation, the average reading duration of single-player games
was considerably higher than that of multiplayer games, and the duration for reading
practice in single-player mode was higher than that of multiplayer game mode for
every genre, which pointed towards a positive outcome for research question 1c.
Therefore, research question 1c can be answered as neutral. Similar with reading
practice, the only significant difference for listening practice was observed in role-
playing genre, again favoring the single-player game mode. On the other hand, the
average listening duration for single-player games did not differ considerably from
multiplayer ones. Thus, the answer to research question 1d was not positive. When it
comes to writing practice and speaking practice, there was significant difference
between the two game modes for each genre in the questionnaire, favoring multiplayer
games. The observation corroborated this finding, as well. The little writing practice
that was observed was only observed in multiplayer games, and as for speaking, not
only the average speaking practice duration of all genres in multiplayer mode was
higher than single-player mode, the speaking duration of single-player mode of each
genre was higher than those with multiplayer ones, as well, indicating a positive
answer for research questions 1e and 1f.
The second focus of the study was to find out whether there were significant
differences across different genres of computer games based on the participating
gamer learners’ perceived frequency and duration of learning vocabulary items
(research question 2a), learning grammar structures (2b), practicing reading (2c),
practicing listening (2d), practicing writing (2e), and practicing speaking (2f).
According to the findings of the study, all these questions were answered positively.
Firstly, the findings of the questionnaire showed that the main reason for the significant
difference across the action, adventure, role-playing, strategy, and simulation genres
in vocabulary learning and grammar learning was due to lower levels of learning
frequency in simulation games. This indicated a positive answer for research questions
2a and 2b. The situation was the same for reading, as well, according to the findings
of the questionnaire and the observation, both of which demonstrated that the
frequency and duration of reading practice were at much lower levels in simulation
games compared to other genres. Therefore, research question 2c was answered
positively, as well. For listening and speaking, both the questionnaire findings and the
observation findings indicated that there were significant differences across the genres,
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mainly due to higher levels of practicing frequency and duration in the action genre.
This provided a positive answer for research questions 2d and 2f. For the practicing of
writing, the findings of the questionnaire indicated that there were significant
differences among the genres, mainly because of higher practice frequency in the
strategy genre. This pointed towards a positive answer for research question 2e, as
well. However, it must be noted that the findings of the observation did not corroborate
this outcome, according to which there were quite low levels of writing practice
duration in all genres.
The third focus of the study was to find out whether there were significant
differences among the participating gamer learners’ perceived frequency of learning
and practicing target language knowledge and skills within the genres of action
(research question 3a), adventure (3b), role-playing (3c), strategy (3d), and simulation
(3f). The findings of the study indicated that, listening skill was significantly higher
than all the other knowledge and skill types in action genre, and vocabulary learning
and reading practice was also relatively higher compared to other knowledge and skill
types, which indicated a positive answer for research question 3a. For all the other
genres, there were also significant differences among the knowledge and skill types,
with vocabulary learning, reading practice, and listening practice having higher levels
of learning and practicing frequency than grammar learning, writing practice, and
speaking practice. This also led to a positive answer for research questions 3b, 3c, 3d,
3e, and 3f.
The fourth point of inquiry in the present study was to find out the types of
language use in different game modes and genres (research question 4). The answer to
this question was manifold as the findings of the observation revealed various activities
of language skills practice. The findings demonstrated that reading subtitles, reading
game content, and reading messages were the main activities of reading; listening to
monologues and dialogues of in-game characters and game content, giving
information, asking, responding, discussing, expressing feelings, explaining,
suggesting, warning, joking and other similar activities were the main activities of
listening; giving information, responding, asking, and expressing feelings were the
main activities of writing; repetition, reading-aloud, talking to in-game characters,
giving information, discussing, expressing feelings, explaining, suggesting, warning,
off-topic conversation, asking, responding and other similar activities were the main
activities of speaking.
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The last point of inquiry in the study was to find out the opinions of
participating gamer EFL learners towards computer games and language learning
(research question 5). This question was answered with six main themes and
underlying categories that were uncovered as a result of the analysis. The first theme
was opportunities provided by computer games for language learning with the
categories exposure to authentic content, communication with other players, learning
target language knowledge, and improvement in target language skills; the second
theme was limitations of computer games for language learning with the categories
game-related issues and player-related issues; the third theme was ways of language
learning and practicing in computer games with the categories ways of vocabulary
learning, ways of grammar learning, ways of reading practice, ways of listening
practice, ways of writing practice, and ways of speaking practice; the fourth theme was
opinions about the previous findings of the study with the categories agreement and
disagreement with the previous findings and reasons for the previous findings; the fifth
theme was suggestions for gamer language learners with the categories adopting a
mindset of learning and having fun, optimizing gaming habits for language learning
and using external sources; and the final theme was expectations of gamer language
learners from computer games with the categories feature-related expectations and
content-related expectations.
5.2. An Overview for Language Learning and Practicing in Different
Game Modes and Genres
Drawing upon the data collected throughout the research process, the study
suggests an outline for language learning in different game modes and genres (See
Table 19). This outline mainly involves the frequency of learning and practicing target
language knowledge and skills, the activities of language learning and practicing, and
the opinions of gamers on language learning in each game mode and genre
combination based on the present findings. Overall, the outline serves as a
comprehensive representation of language learning in different computer game modes
and genres, and is intended for the practical and academic use of anyone interested in
computer games and language learning.
The frequencies for learning and practicing target language knowledge and
skills were listed based the findings of the questionnaire. The median response of
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participants on the frequency of learning and practicing target language knowledge
and skills in each game mode and genre combination is regarded as the average
approximate learning and practice frequency of a certain target language knowledge
or skill type in that game mode and genre combination.
The activities of learning and practicing target language knowledge and skills
were based on relevant codes and categories that were identified in the observation
and the interview. The activities uncovered by means of the observation in a specific
game mode and genre combination and the activities found out as a result of the
interview were used to create a list of expected activities of language learning and
practicing that are typically expected to occur in a given game mode and genre
combination.
The opinions of gamers on language learning in specific game mode and genre
combinations were noted based on the relevant codes, categories, and themes
identified in the analysis of the interview. The codes identified as a result of the
interview were utilized to create a list of the opinions of respondents from each game
mode and genre combination regarding the opportunities and limitations of games for
language learning, the recommendations of gamers to other gamers for optimizing
language learning outcome from gaming, and the expectations of gamers from
computer games in terms of language learning.
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Table 19 An overview of language learning in different game modes and genres based on the findings
Learning and practicing frequency of target language knowledge and skills in single-player games
Action
Adventure
Role-playing
Strategy
Simulation
Vocabulary
Sometimes
Often
Often
Sometimes
Sometimes
Grammar
Sometimes
Sometimes
Sometimes
Sometimes
Rarely
Reading
Often
Often
Often
Often
Sometimes
Listening
Often
Often
Often
Sometimes
Sometimes
Writing
Rarely
Rarely
Rarely
Rarely
Rarely
Speaking
Rarely
Rarely
Rarely
Rarely
Rarely
Learning and practicing frequency of target language knowledge and skills in multiplayer games
Action
Adventure
Role-playing
Strategy
Simulation
Vocabulary
Often
Often
Often
Often
Sometimes
Grammar
Sometimes
Sometimes
Sometimes
Sometimes
Sometimes
Reading
Often
Often
Often
Often
Sometimes
Listening
Often
Sometimes
Sometimes
Often
Sometimes
Writing
Rarely
Sometimes
Sometimes
Sometimes
Rarely
Speaking
Often
Sometimes
Sometimes
Sometimes
Sometimes
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Table 19 Continued
Activities of language learning and practicing in single-player games
Action
Adventure
Role-playing
Strategy
Simulation
Vocabulary
Finding meaning
through context
Finding meaning
through context,
using a dictionary
-
Learning vocabulary
through reading,
using dictionary for
unknown words
Searching words on
the Internet
Grammar
Implicit learning
Repeating similar
structures
-
Learning grammar
structures through
context
-
Reading
Subtitles of
dialogues between
characters
Subtitles, speech
bubbles, settings,
instructions,
response options,
Subtitles, quests,
response options,
item details, in-game
texts
Subtitles, details of
missions,
notifications,
reports, hints
Reports, options,
notifications
Listening
Dialogues of
characters and in-
game videos
Dialogues,
monologues,
notifications
Dialogues and
monologues of in-
game characters,
explanation of
quests
Background and
follow-up stories of
missions, in-game
characters' speech,
instructions
-
Writing
Noting down
expressions
-
-
-
-
Speaking
Repetition
Reading aloud,
talking to oneself
Reading aloud,
talking
to NPCs
Responding to in-
game characters
Speaking to oneself
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Table 19 Continued
Activities of language learning and practicing in multiplayer games
Action
Adventure
Role-playing
Strategy
Simulation
Vocabulary
Contextual
vocabulary learning,
learning words to
communicate, using
collocations
Learning item names
Learning vocabulary
items to understand
quests, implicit
learning
Finding meaning
through context,
using a dictionary
Getting exposed to
specific terms
Grammar
Using grammar
structures in speech,
implicit learning
-
Practicing grammar
knowledge, implicit
learning
Learning grammar
via character
expressions
Using grammar
actively
Reading
Chat messages,
instructions
Subtitles, messages,
game content
Quests, subtitles,
speech bubbles,
notifications
Subtitles, messages
Notifications, in-
game information
Listening
Teammates giving
information,
discussing,
expressing
feelings, requesting
Teammates asking,
responding, refusing,
explaining,
informing,
suggesting, joking,
expressing feelings,
having off-topic
conversation
Listening to in-game
characters, and
teammates asking,
complaining,
responding, refusing,
explaining,
expressing a need,
informing,
suggesting, joking,
expressing feelings,
warning
Teammates asking,
informing,
responding,
explaining,
expressing
a need, expressing
feelings
Narration and
explanation of in-
game characters,
listening to
teammates
184
Table 19 Continued
Activities of language learning and practicing in multiplayer games
Action
Adventure
Role-playing
Strategy
Simulation
Writing
Chat messages
Asking, responding,
giving information
Writing messages
until feeling ready to
speak
Expressing feelings
Taking notes
Speaking
Giving information,
requesting,
discussing,
expressing feelings
Asking, responding,
explaining,
informing,
suggesting,
expressing feelings,
having off-topic
conversation, self-
talk
Asking, explaining,
informing,
expressing
feelings
Asking, explaining,
suggesting,
responding,
informing,
expressing
feelings
Talking to in-game
characters, talking to
teammates
185
Table 19 Continued
Opinions of language learners on single-player games
Action
Adventure
Role-playing
Strategy
Simulation
Opportunities
Watching
cutscenes, listening
to dialogues,
learning terms,
using idioms,
improving English
skills
Learning
vocabulary and
grammar, practicing
reading
Exposure to
interaction of in-
game characters,
sophisticated
storyline with rich
quests, dialogues
Learning words and
terms, reading
practice, getting
fluent in language
skills
Learning terms
Limitations
Skipping dialogues
and cutscenes,
speedrunning
Lack of writing and
speaking
The use of archaic
language, confusion
with excessive
content
Uncommon words,
excessive reading,
time restrictions
Lack of listening,
lack of speaking
Recommendations
Taking notes,
personalizing
preferences
Playing different
types of games,
using a dictionary,
focusing on learning
and having fun
Using what is
learned throughout
the storyline actively
Watching streamers
who play the game
in
the target language
and translate it into
the native language
Searching words
online, talking to
oneself
Expectations
More textual input,
a balance between
learning and
entertainment,
pop-up dictionary
More riddles and
puzzles,
sophisticated
content
Intriguing and
complex storyline
Rich reading texts,
presentation of
choices, audio input
with good voice
actors
Simulations with
specific words about
personal needs
186
Table 19 Continued
Opinions of language learners on multiplayer games
Action
Adventure
Role-playing
Strategy
Simulation
Opportunities
Using English,
meeting new
people,
asking questions,
learning vocabulary,
trying to use target
language accurately
Learning
vocabulary,
socializing,
practicing
speaking
Authentic and
meaningful
communication, rich
content
Socializing, writing
messages, practicing
speaking
Learning terms,
practicing speaking,
improving accuracy,
clarity, fluency and
pronunciation
Limitations
Not paying attention
to language use,
swear words
Not playing the
game in target
language, not
playing with people
from other countries
Addiction, lack of
complex grammar
structures, misguided
assumptions of
gamers on learning
Swear words
Lack of writing
Recommendations
Watching movie
adaptations of
games, being
determined to
use previously-
learned structures
Using previously
learned knowledge
actively
Taking notes while
playing
Not being afraid of
speaking
Searching unknown
words online, taking
notes while playing
Expectations
Being able to talk to
other players, being
exposed to many
words
More content for
reading and
listening
practice
Additional features
to existing successful
games
Simple design,
being
able to use different
languages, subtitles
Simple design, being
able to use different
languages, subtitles
187
5.2.1. Single-player Action Games
Based on the findings, the study provides an outline for language learning in
single-player action games (See figure 30 for an overview). The most frequent area of
practice in single-player action games are reading and listening practice. Single-player
action games often enable players to practice their reading and listening skills. Reading
often takes place via subtitles of conversations in the game, while listening occurs
through listening to the dialogues of characters and listening to in-game content.
Reading and listening practice are followed by vocabulary and grammar learning in
terms of frequency. Gamers sometimes learn target vocabulary items and grammar
structures in single-player action games. There is vocabulary learning by searching
and finding meaning through context, and implicit grammar learning. The least
frequent area of practice is in writing and speaking in single-player action games.
Players rarely practice their writing and speaking skills in these games. These rare
activities occur when players note down expressions, or repeat voice lines of characters
in the game.
The opportunities for language learning include watching cutscenes, listening
to dialogues, learning terms, using idioms, and improving English skills in action
games. These enable players to be exposed to an authentic use of the target language
and frequently use their receptive skills. In contrast with this, the limitations involve
skipping dialogues and cutscenes while gaming, trying to do a speedrun, both of which
restrict the exposure to target language content available in games. Recommendations
to gamers for improving language learning outcome while playing single-player action
games include taking notes of some expressions that can be used later and
personalizing the gaming experience by choosing favorable games based on personal
preferences to achieve better experience of learning and having fun. Participant
expectations from single-player action games include more textual input, maintaining
a balance between learning and having fun, and integrating a pop-up dictionary that
can be utilized without hindering the flow of the game.
5.2.2. Multiplayer Action Games
The study offers a description for language learning in multiplayer action
games based on its findings (See figure 31 for an overview).
188
Figure 30 Language learning in single-player action games
Frequencies
Vocabulary
Sometimes
Grammar
Sometimes
Reading
Often
Listening
Often
Writing
Rarely
Speaking
Rarely
Activities
Vocabulary
Finding meaning
through context
Grammar
Implicit learning
Reading
Subtitles of dialogues
between characters
Listening
Dialogues of
characters, in-game
videos
Writing
Noting down
expressions
Speaking
Repetition
Opinions
Opportunities
Watching
cutscenes, listening
to dialogues,
learning terms,
using idioms,
improving English
skills
Limitations
Skipping dialogues
and cutscenes,
speedrunning
Recommendations
Taking notes,
personalizing
preferences.
Expectations
More textual input,
a balance between
learning and
entertainment, pop-
up dictionary
189
Gamers often learn vocabulary items, and practice reading, listening, and
speaking in multiplayer action games. Players learn vocabulary items contextually and
to communicate with other players, and they use collocations in their communication.
Reading takes place via reading messages and instructions. Listening is practiced by
listening to teammates giving information about the opposing team, discussing
strategies, expressing feelings, and making various requests from teammates.
Speaking also takes places by conducting the same activities of communication that
are carried out by teammates. Gamers sometimes learn and practice grammar
structures in multiplayer action games. This occurs via implicit learning and using
structures while talking to other players. Writing rarely takes place in multiplayer
action games, and when it does, it is through chat messages.
The opportunities for language learning in multiplayer online computer games
include using English actively, meeting new people, asking questions to others,
learning vocabulary items, and trying to use target language accurately so that
competition level is increased. Most of the exposure to target language occurs via input
provided by other players in multiplayer action games instead of the game content
itself. The players often produce language output via a microphone in order to realize
various in-game goals with their teammates. The limitations in multiplayer action
games include not paying attention to language use and being exposed to swear words
in gaming sessions. These features both limit the learning and the entertainment levels
experienced by gamers.
Recommendations to gamers in multiplayer action games involve watching
movie adaptations of games and being determined to use previously learned structures
in communication. Various games have cinematic adaptations, such as movies and TV
series based on the stories of computer games, and these adaptations can be used as
supplementary sources of language learning to diversify the target language sources
that gamer learners are exposed to in their daily lives. Using previously learned
structures in communication can enable passive vocabulary to become active
vocabulary for learners. Finally, the expectations of gamers from multiplayer action
games include being able to talk to other players and being exposed to many target
language words. Based on the findings, both are readily available in many games. But
still, the experience can be enhanced and improved via further information provided
by gamers.
190
Figure 31 Language learning in multiplayer action games
Frequencies
Vocabulary
Often
Grammar
Sometimes
Reading
Often
Listening
Often
Writing
Rarely
Speaking
Often
Activities
Vocabulary
Contextual
vocabulary
learning, learning
words to
communicate,
using collocations
Grammar
Using grammar
structures in
speech, implicit
learning
Reading
Chat messages,
instructions
Listening
Teammates giving
information,
discussing,
expressing feelings,
requesting
Writing
Chat messages
Speaking
Giving information,
requesting,
discussing,
expressing feelings
Opinions
Opportunities
Using English,
meeting new
people, asking
questions, learning
vocabulary, trying
to use target
language accurately
Limitations
Not paying
attention to
language use, swear
words
Recommendations
Watching movie
adaptations of
games, being
determined to use
previously learned
structures
Expectations
Being able to talk to
other players, being
exposed to many
words
191
5.2.3. Single-player Adventure Games
An overall depiction language learning in single-player adventure games is
proposed based on the findings (See Figure 32 for an overview). The most frequent
areas of learning and practice involve vocabulary learning, and reading and listening
practice in single-player adventure games. Gamers often learn vocabulary in these
games. Vocabulary learning can take place via finding meaning through context or
using a dictionary. Reading is often practiced in single-player adventure games, via
activities such as reading subtitles of dialogues, speech bubbles, instructions provided
during gameplay, options for responding to in-game characters, or settings of the
game. Listening is also often practiced in these games, through activities like listening
to dialogues of characters, monologues of characters, and listening to in-game
notifications. Grammar learning sometimes occurs in these games. According to
findings, it occurs via the repetition of similar structures. Writing and speaking practice
rarely takes place in single-player adventure games. There is no example for writing,
but speaking can take place via reading options for responding to an in-game character
aloud or the players talking to themselves.
The opportunities for language learning in single-player adventure games
include learning vocabulary and grammar, and practicing reading. With their rich-
content and orientation towards problem solving, adventure games enable players to
be exposed to complicated content that needs to be dealt with, and this drives players
to make an extra effort to understand unknown vocabulary items and grammar
structures, and understand detailed texts. The main limitation in these games is lack of
writing and speaking practice. The only writing and speaking practice rarely take place
by the own efforts of the player to create an imaginary speaking situation by talking to
in-game characters or to themselves. The recommendations of gamers in these games
involve focusing on learning and having fun, playing different types of games, and
using a dictionary. The unique suggestion here is playing different types of games, and
it is plausible since every game can have different strengths and limitations for
language learning and combining different types of games in gaming sessions can
maximize a balanced outcome from computer games and language learning.
Expectations of players from single-player adventure games include having more
riddles and puzzles, and sophisticated content. Being exposed to sophisticated content
that is rich with various riddles and puzzles can motivate players to understand the
192
game at deeper levels and this can increase learning and practicing of target language
knowledge and skills.
Figure 32 Language learning in single-player adventure games
5.2.4. Multiplayer Adventure Games
On the basis of the findings, a summary of language learning in multiplayer
adventure games is suggested (see Figure 33 for an overview). Vocabulary learning
and reading practice often take place in adventure games. Reading practice is carried
Frequencies
Vocabulary
Often
Grammar
Sometimes
Reading
Often
Listening
Often
Writing
Rarely
Speaking
Rarely
Activities
Vocabulary
Finding meaning
through context,
using a dictionary
Grammar
Repeating similar
structures
Reading
Subtitles, speech
bubbles,
instructions,
response options,
settings
Listening
Dialogues,
monologues,
notifications
Writing
-
Speaking
Reading aloud,
talking to oneself
Opinions
Opportunities
Learning
vocabulary and
grammar, practicing
reading
Limitations
Lack of writing and
speaking
Recommendations
Playing different
types of games,
using a dictionary,
focusing on learning
and having fun
Expectations
More riddles and
puzzles,
sophisticated
content
193
out via reading subtitles of dialogues, messages written by other players, and reading
game content such as notes and notifications. Grammar learning, listening practice,
writing practice, and speaking practice sometimes occur in multiplayer adventure
games. In these games, listening practice is mostly based on the input provided by
other players when they ask questions, respond to others, refuse a suggestion, explain
a move, give information, suggest a plan, joke about a situation, express their feelings,
and have off-topic conversation during gameplay. Speaking practice also occurs via
similar actions by the player. One important addition here is self-talk, which is
normally seen in single-player games. Writing practice is carried out by writing chat
messages to others to ask a question, respond to other players, and give information.
Opportunities for language learning in multiplayer adventure games include
learning target language knowledge, socializing with other people, and practicing
speaking. The exposure to target language content, and oral and written input by other
players provides players the opportunity to encounter new vocabulary items and
grammar structures. The multiplayer environment enables players to socialize with
other people from various backgrounds. Socialization with people from various
backgrounds entails speaking practice, as well. Players talk to other players through a
microphone, sometimes to achieve in-game goals and sometimes to simply get known
to one another. Limitations of multiplayer adventure games involve not playing the
game in target language and not playing with people from other countries. The former
restricts the exposure to target language in gaming sessions whereas the latter
specifically degrades the opportunities for practicing writing and speaking with other
speakers of the target language.
Recommendations of gamers under multiplayer adventure games involve using
previously learned knowledge actively in gaming sessions. Multiplayer adventure
games enable players to use their already-existing vocabulary and grammar
competence actively in written and oral output. Players can use this feature to convert
their passive vocabulary knowledge into active vocabulary knowledge. Expectations
from multiplayer adventure games feature more content for reading and listening
practice. Multiplayer games are usually descriptively inferior to single-player games
in terms of practicing receptive skills. Therefore, presenting more content might be a
good idea in these games.
194
Figure 33 Language learning in multiplayer adventure games
5.2.5. Single-player Role-playing Games
An overview of language learning in single-player role-playing games is
suggested in the study based on the findings (See Figure 34 for an overview).
Vocabulary learning, reading practice, and listening practice is experienced often in
Frequencies
Vocabulary
Often
Grammar
Sometimes
Reading
Often
Listening
Sometimes
Writing
Sometimes
Speaking
Sometimes
Activities
Vocabulary
Learning item
names
Grammar
-
Reading
Subtitles, messages,
game content
Listening
Teammates asking,
responding,
refusing, explaining,
informing,
suggesting, joking,
expressing feelings,
having off-topic
conversation
Writing
Asking, responding,
giving information
Speaking
Asking, responding,
explaining, self-talk
informing,
suggesting,
expressing feelings,
off-topic
conversation
Opinions
Opportunities
Learning
vocabulary,
socializing,
practicing speaking
Limitations
Not playing the
game in target
language, not
playing with people
from other
countries
Recommendations
Using previously
learned knowledge
actively
Expectations
More content for
reading and
listening practice
195
single-player role-playing games. Reading practice is carried out through subtitles of
conversations between in-game characters, response options provided to the player
when an important decision is to be made, details of items that can be utilized by the
main character, and other in-game texts such as notes and books involved in the
storyline. Listening practice is also conducted similarly in these games, via
conversations of in-game characters or monologues where the player listens to the
characters talking to themselves. In addition to this, there is also listening with the
explanation of quests to the player, often by non-playable characters. Grammar is
sometimes learned in single-player role-playing games. When it comes to writing and
speaking practice, the findings indicate that they are practiced rarely in these games.
The rare instances of speaking practice take place by players talking to themselves or
talking to characters in the game with their own effort, since speech input is not a must
in these games.
Opportunities for language learning in single-player role-playing games
include exposure to interaction of in-game characters, a sophisticated storyline which
is rich with complex quests, and the existence of various dialogues. The exposure to
interaction of in-game characters is noted to improve socialization, and the
sophisticated storyline and the dialogues enable players to be exposed to a content that
provides valuable chances for learning target items and structures, and practicing
receptive skills. The limitations in these games involve the use of archaic language and
confusion with excessive content. Many single-player role-playing games in the
market have medieval and fantasy settings, in which archaic language is often used for
an authentic experience. This in turn can cause players to have some trouble certain
vocabulary items and grammar structures. Sometimes there is excessive content in
these games that is presented via quests and other in-game items. This can also cause
learners to ignore details and language use.
The recommendation to learners playing single-player role-playing games is
using what is learned in gaming sessions actively to make the best of the language
learning outcome. This can help learners not only use the knowledge that they learn
from the gaming sessions, but also utilize the knowledge they had previously learned
productively in different settings. The main expectation from single-player role-
playing games is intriguing and complex storylines that require players to delve deeper
into a rich story. This helps learners to go deeper in language use with extended in-
game content.
196
Figure 34 Language learning in single-player role-playing games
5.2.6. Multiplayer Role-playing Games
The study proposes a description of language learning in multiplayer role-
playing games (See Figure 35 for an overview). Vocabulary learning and reading
practice often takes place in multiplayer role-playing games. Vocabulary learning can
happen via implicit learning or learning of vocabulary items to understand the quests
Frequencies
Vocabulary
Often
Grammar
Sometimes
Reading
Often
Listening
Often
Writing
Rarely
Speaking
Rarely
Activities
Vocabulary
-
Grammar
-
Reading
Subtitles, quests,
response options,
item details, in-game
texts
Listening
Dialogues and
monologues of in-
game characters,
explanation of
quests
Writing
-
Speaking
Reading aloud,
talking to non-
playable characters
Opinions
Opportunities
Exposure to
interaction of in-
game characters,
sophisticated
storyline with rich
quests, dialogues
Limitations
The use of archaic
language, confusion
with excessive
content
Recommendations
Using what is
learned throughout
the storyline actively
Expectations
Intriguing and
complex storyline
197
in the game. Reading practice occurs via reading quests that players need to complete,
subtitles of in-game characters conversations, speech bubbles of in-game characters,
and notifications provided to the player by the game. Grammar learning, and practicing
of listening, writing, and speaking sometimes takes place in multiplayer role-playing
games. Grammar learning can occur as a result of implicit learning or the practicing of
already-known structures. Listening can be practiced via listening to in-game
characters, or listening to teammates asking questions, complaining about an unwanted
situation, responding to other players, refusing a suggestion, explaining a situation,
expressing a need, informing other players, suggesting a plan, joking, expressing
feelings, and warning others. Writing can be practiced in these games by writing
messages until a player feels ready to speak via a microphone in the target language to
others. Finally, speaking can be practiced by asking questions to other players,
explaining a situation, informing teammates, and expressing feelings during the
gameplay.
The main opportunities for language learning in multiplayer role-playing
games are rich content that players are exposed to and an environment of authentic and
meaningful communication. Multiplayer role-playing games are often not as
sophisticated as single-player role-playing games in terms of content, but most still
provide a complex storyline to players. The main advantage they have in contrast with
single-player role-playing games is providing an environment of authentic and
meaningful interaction. The limitations of multiplayer role-playing games include the
possibility of causing addiction, lack of complex grammar structures, and misguided
assumptions of gamers on learning. The possibility of getting addicted to games has
always been a matter of controversy in computer games. It is always a good idea to
keep this in mind and come up with strategies to cope with it in computer games and
language learning. Lack of complex grammar structures is noted as another limitation
in multiplayer role-playing games. Misguided assumptions are related to situations
where players feel like they are learning English but in fact they may not be doing so
at a considerable level. That’s why, getting guidance from a language teacher in
computer games and language learning process is a good idea to make sure there is
actually a considerable outcome of language learning. The main recommendation to
multiplayer role-playing gamers is taking notes of vocabulary items and grammar
structures that are encountered while gaming so that they can be utilized later. The
expectations from multiplayer role-playing games incorporate additional features to
198
existing successful games. These include integrating software into games that can
make existing games more effective in terms of language learning by asking questions
about the content of the game or grammar structures encountered while gaming.
Figure 35 Language learning in multiplayer role-playing games
Frequencies
Vocabulary
Often
Grammar
Sometimes
Reading
Often
Listening
Sometimes
Writing
Sometimes
Speaking
Sometimes
Activities
Vocabulary
Learning
vocabulary items
to understand
quests, implicit
learning
Grammar
Practicing
grammar
knowledge,
implicit learning
Reading
Quests, subtitles,
speech bubbles,
notifications
Listening
Listening to in-
game characters,
and teammates
asking,
complaining,
responding,
refusing,
explaining,
expressing a
need, informing,
suggesting, joking,
expressing
feelings, warning
Writing
Writing messages
until feeling ready
to speak
Speaking
Asking, explaining,
informing,
expressing
feelings
Opinions
Opportunities
Authentic and
meaningful
communication,
rich content
Limitations
Addiction, lack of
complex grammar
structures,
misguided
assumptions of
gamers on
learning
Recommendations
Taking notes while
playing
Expectations
Additional
features to
existing successful
games
199
5.2.7. Single-player Strategy Games
A depiction of language learning in single-player strategy games is put forward
according to the present findings (See Figure 36 for an overview). Reading is often
practiced in single-player strategy games. This practice can take place via reading
subtitles of in-game characters’ speech, details of missions explained to players,
notifications and reports about missions provided to players during gameplay, and
hints on how to complete missions in the game. Sometimes, vocabulary and grammar
are learned, and listening is practiced in single-player strategy games. Both vocabulary
and grammar can be learned through the context of reading texts. Vocabulary learning
can take place by using a dictionary. Listening is practiced via audio explanations on
backgrounds of missions and what happens afterwards, the speech of in-game
characters throughout the missions, and instructions that are provided to players during
missions. Finally, writing and speaking are practiced rarely in single-player strategy
games. Speaking can be practiced by acts of players which involve them talking to in-
game characters during missions.
The opportunities for language learning in single-player strategy games involve
learning words and terms, practicing reading skill, and getting fluent in language skills.
Learning of words and terms is often contextual and with the use of language learning
tools such as dictionaries. This is mostly required for players to effectively understand
how to complete missions. The findings indicate that single-player strategy games
involve more reading practice than the practice of any other language skill, therefore
this opportunity is remarkably obvious. Getting fluent in language skills such as
reading is attributed to the time pressure in these games, which is a driving factor
considering the fact that players of these games are often required to complete missions
in given time limits by controlling many units at the same time. The limitations of
single-player strategy games comprise the presence of many uncommon words,
excessive reading, and time restrictions. The presence of many uncommon words is
usually either related to the time period of game’s story or the terms related to warfare
and other specific areas in the games. Excessive reading and time restrictions, on the
other hand, are also presented as a disadvantage just as they are noted as advantages.
Extended reading texts can place a heavy burden on gamers while providing them rich
content. Similarly, time restrictions may cause players to ignore certain content in the
game while facilitating language fluency. A unique recommendation is present in
200
single-player strategy games, which is watching streamers who play the game in the
target language and translate it into the native language. This activity of translation is
noted as an advantage for players to understand what might not have been previously
comprehended. The expectations from single-player strategy games include having
rich reading texts, presentation of choices, and inclusion audio input with good voice
actors.
Figure 36 Language learning in single-player strategy games
Frequencies
Vocabulary
Sometimes
Grammar
Sometimes
Reading
Often
Listening
Sometimes
Writing
Rarely
Speaking
Rarely
Activities
Vocabulary
Learning vocabulary
through reading,
using a dictionary
for unknown words
Grammar
Learning grammar
structures through
context
Reading
Subtitles, details of
missions,
notifications,
reports, hints
Listening
Background and
follow-up stories of
missions, in-game
characters' speech,
instructions
Writing
-
Speaking
Responding to in-
game characters
Opinions
Opportunities
Learning words and
terms, reading
practice, getting
fluent in language
skills
Limitations
Uncommon words,
excessive reading,
time restrictions
Recommendations
Watching
streamers who play
the game in the
target language and
translate it into the
native language
Expectations
Rich reading texts,
presentation of
choices, audio input
with good voice
actors
201
5.2.8. Multiplayer Strategy Games
The study puts forward an overview of language learning in multiplayer
strategy games based on the findings (See Figure 37 for an overview). There is often
vocabulary learning, reading practice, and listening practice in multiplayer strategy
games. Finding meaning through context and using a dictionary can enable vocabulary
learning. Reading subtitles of in-game characters’ speech and listening to teammates
asking questions, informing other players, responding to other players, explaining a
situation, expressing a need, and expressing their feelings are some of the activities
that lead to reading and listening practice in these games. Grammar learning, writing
practice, and speaking practice sometimes takes place in multiplayer strategy games.
The findings indicate that grammar is learned via expressions of in-game characters.
Writing can be practiced via expressing feelings to other players through messages.
Speaking can be practiced by asking questions, explaining situations, suggesting
moves, responding to other players, giving information, and expressing feelings
through a microphone.
Opportunities for language learning in multiplayer strategy games include
socializing with people from all over the world, writing messages to other players to
communicate, and practicing speaking by talking to teammates while gaming.
Socializing is an important component of multiplayer strategy games since people
from various cultural backgrounds come together to compete against another team,
and this requires people to communicate with one another and sometimes get known
to each other at a personal level. Writing messages is utilized more by some players
than others, but many players do not prefer to talk to others through a microphone and
instead use chat messaging when they would like to express themselves. Like other
multiplayer games, practicing speaking by talking to other players through a
microphone is a common practice in multiplayer strategy games, as well. Limitations
of multiplayer strategy games include swear words. Since competitive gaming can
become tense at times, the use of swear words by some players can hinder the
effectiveness of communication among teammates, which in turn can disrupt the
efficiency of language practice in gaming sessions. The main recommendation to
multiplayer strategy gamers is not being afraid of speaking. Many players may be
afraid to speak in the target language and refrain from talking to other players through
their microphone, but the findings indicate that players can overcome their speaking
202
problems and improve their speaking levels by talking to other players in a determined
way. Finally, the expectations from multiplayer strategy games include having a
simple design, being able to use different languages while gaming, and being able to
use subtitles.
Figure 37 Language learning in multiplayer strategy games
Frequencies
Vocabulary
Often
Grammar
Sometimes
Reading
Often
Listening
Often
Writing
Sometimes
Speaking
Sometimes
Activities
Vocabulary
Finding meaning
through context,
using a dictionary
Grammar
Learning grammar
via character
expressions
Reading
Subtitles,
messages
Listening
Teammates
asking, informing,
responding,
explaining,
expressing a
need, expressing
feelings
Writing
Expressing feelings
Speaking
Asking, explaining,
suggesting,
responding,
informing,
expressing
feelings
Opinions
Opportunities
Socializing,
writing messages,
practicing
speaking
Limitations
Swear words
Recommendations
Not being afraid of
speaking
Expectations
Simple design,
being able to use
different
languages,
subtitles
203
5.2.9. Single-player Simulation Games
Based on the findings, the study suggests an outline for language learning in
single-player simulation games (See Figure 38 for an overview). Vocabulary learning,
reading practice, and listening practice sometimes takes place in single-player
simulation games. Vocabulary can be learned by searching the meaning of unknown
words on the internet, and reading can be practiced by reading options of the game,
reports regarding the in-game elements, messages provided to the player by the game,
and notifications regarding different in-game features. Grammar learning, writing
practice, and speaking practice, on the other hand, rarely happens in single-player
simulation games. Among these, only one example was found out, which is the players
talking to themselves. This way of speaking practice was also uncovered in the
observations or interviews of other some other single-player game genres.
The main opportunity provided by single-player simulation games for language
learning is learning terms. Since many simulation games are field-specific, they can
help learners develop a good command of vocabulary items in a certain area. For
example, some simulation games are oriented towards motor vehicles whereas some
others are about branches of sports. Inevitably, players of these games are exposed to
many words and technical terms related to these specific areas in their gaming sessions.
The main limitation of single-player simulation games is noted as lack of listening and
speaking. Single-player simulation games are inferior to the single-player mode of
other genres in terms of providing participants opportunities for listening practice.
Speaking practice, on the other hand, is a common problem in all single-player games
across all the genres involved. The recommendations to single-player simulation
gamers include searching the meaning of words online and talking to oneself.
Considering the frequently field-specific target vocabulary items involved in
simulation games, searching the meaning of unknown words becomes a must for
gamers playing simulation games in the target language. The Internet provides a fast-
paced solution to this problem as single-player simulation games are not real-time, and
can often be paused at any time. Speaking to oneself has been a frequent way of dealing
with the lack of speaking across most genres included in the study throughout the
observation and the interviews. The expectation from single-player simulation games
covers simulations with specific words about personal needs. Individuals have
different reasons for learning English and the participant responses in the study
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underline the potential advantages for being able to play a simulation game which
enables players to encounter and use vocabulary items according to their personal
needs.
Figure 38 Language learning in single-player simulation games
5.2.10. Multiplayer Simulation Games
The final description of the outline is suggested for multiplayer simulation
games based on the findings (See Figure 39 for an overview). In terms of frequency,
all the areas of target language learning and practice involved in the study had the
Frequencies
Vocabulary
Sometimes
Grammar
Rarely
Reading
Sometimes
Listening
Sometimes
Writing
Rarely
Speaking
Rarely
Activities
Vocabulary
Searching words on
the Internet
Grammar
-
Reading
Reports, options,
notifications
Listening
-
Writing
-
Speaking
Speaking to oneself
Opinions
Opportunities
Learning terms
Limitations
Lack of listening,
lack of speaking
Recommendations
Searching words
online, talking to
oneself
Expectations
Simulations with
specific words
about personal
needs
205
median frequency of sometimes in multiplayer simulation games except for writing,
which had the frequency of rarely. Vocabulary learning can happen by getting exposed
to specific terms and grammar learning can occur by using grammar structures actively
for communication. Reading can be practiced by reading notifications and in-game
information provided to players, listening can be practiced through the explanation and
narration of in-game characters, or by listening to other players in the game, writing
can be practiced by taking notes while playing, and speaking can take place by either
talking to other players in the game, or players talking to themselves.
The opportunities for language learning in multiplayer simulation games
comprise learning terms related to specific fields, practicing speaking by talking to
other players, improving accuracy, clarity, fluency pronunciation due to the need of
sending correct messages to teammates during the game. Learning of specific terms
seems to be the most important advantage in simulation games compared to other
genres and multiplayer simulation games provide this opportunity to players just like
single-player ones. Similar to other multiplayer games, multiplayer simulation games
also enable players to communicate with others through a microphone, which enables
practicing speaking. In many computer games, having effective communication by
providing correct information is an important component, and multiplayer simulation
games are not an exception to this. Especially in team games, players need to provide
information to their teammates as quickly and accurately as possible. Limitations of
multiplayer simulation games include lack of writing practice. Writing is not a
language skill that is frequently practiced in multiplayer simulation games.
Recommendations to gamers while playing multiplayer simulation games cover
searching unknown words online and taking notes while playing. In many games,
players can compensate for some unknown words through a general understanding of
the context and keep playing the game without interruptions. However, since
simulation games are often more field-specific compared to other games,
understanding unknown technical terms can become a necessity and searching the
Internet quickly can be a solution to this problem. Taking notes of expressions so that
they can be used later in in-game or other situations is another suggestion to
multiplayer simulation gamers. The expectations of gamers from multiplayer
simulation games include a simple design, being able to use different languages, and
the presence of subtitles. A simple design can help learners focus on the content more
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effectively, being able to use different languages might enable them to make
comparisons between the target language and their native language, and presence of
subtitles is an important feature that enables players to practice listening and reading
simultaneously.
Figure 39 Language learning in multiplayer simulation games
Frequencies
Vocabulary
Sometimes
Grammar
Sometimes
Reading
Sometimes
Listening
Sometimes
Writing
Rarely
Speaking
Sometimes
Activities
Vocabulary
Getting exposed to
specific terms
Grammar
Using grammar
actively
Reading
Notifications, in-
game information
Listening
Narration and
explanation of in-
game characters,
listening to
teammates
Writing
Taking notes
Speaking
Talking to in-game
characters, talking
to teammates
Opinions
Opportunities
Learning terms,
practicing
speaking,
improving
accuracy, clarity,
fluency and
pronunciation
Limitations
Lack of writing
Recommendations
Searching unknown
words online,
taking notes while
playing
Expectations
Simple design,
being able to use
different
languages,
subtitles
207
5.3. A Guide for Optimal Game Mode and Genre Combinations in
Learning and Practicing Specific Target Language Knowledge and Skills Based
on the Findings
In this section, the optimal game mode and genre combinations for learning
and practicing each target language knowledge and skill type within the scope of the
present study will be suggested based on the findings (See Figure 40 for an overview).
This will be carried out by identifying the game mode and genre combination that
provides the highest probability of enabling gamer learners of English to learn and
practice specific target language knowledge and skills by synthesizing the outcome of
the learning and practicing frequency of target language knowledge and skills as a
result of the questionnaire, the duration each target language skill was practiced in the
observation, and the opinions of the participants regarding the learning and practicing
of each target language knowledge and skill in the interview.
Considering the fact that some gamers may not be interested in distinct game
modes and genres, the best alternative to the optimal game mode and genre
combination will also be suggested for each target language knowledge and skill type
based on the findings of the study to put forward an alternate game mode and genre
combination to those who may not be interested in the main optimal game mode and
genre combination. This will be provided following the identification and justification
of the optimal game mode and genre combinations.
In addition to identifying the optimal game mode and genre combination for
the improvement of each target language knowledge and skill type, the present section
will exemplify games that are commonly played, the activities of language learning
and practicing that are typically carried out or alternative activities that can be
implemented during gaming sessions, the opportunities and challenges for target
language development to be expected, and suggestions of experienced gamers based
on the present findings related to this specific game mode and genre combination. The
present section will also include any relevant considerable outcome from other game
mode and genre combinations related to each target language knowledge and skill type
whenever necessary.
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Figure 40 Optimal Game Mode and Genre Combinations for Learning and Practicing Target Language Knowledge and Skills
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5.3.1. Vocabulary Learning
Multiplayer adventure games displayed the highest perceived vocabulary
learning frequency based on the findings. Adventure games are characterized by
exploration and problem-solving. These require a good level of understanding a
storyline through any content available in a gaming session. Knowing target
vocabulary items to solve common activities in these games such as solving puzzles
or understanding cues provided for completing a specific objective is key to playing
adventure games. Since these vocabulary items are not always low-level or highly
common words, such as in the case of some names of in-game items, learning them
frequently becomes a must for players to complete certain levels. This situation can be
one of the main reasons why adventure games appear to be the ideal games for
vocabulary learning. Another important point to consider here is the game mode. In
multiplayer adventure games, players are expected to explore the environment and
solve problems by cooperating with other players. This adds another dimension to
opportunities for vocabulary learning. In addition to the game content through which
players may have to or choose to learn target vocabulary items, players also need to
understand written or oral input provided by other players in the gaming session. Oral
interaction is real-time, and players may not always find enough time to look up any
unknown words. Still, through oral interactions, they can practice previously learned
words and get better at using their passive vocabulary knowledge actively. On another
hand, written communication is not real time, and based on the findings, writing
practice is more common in multiplayer adventure games compared to other genres.
This written communication via a chat box may also increase the frequency of
vocabulary learning in adventure games. In conclusion, multiplayer adventure games
can be ideal platforms for vocabulary learning, and considerably worthy of gamer
language learners’, teachers’, and academicians’ interests in terms of vocabulary
learning.
Some of the multiplayer adventure games played by the participants were
Minecraft, Dying Light, It Takes Two, Valheim, Terraria, and Roblox. Based on the
findings, such games enable more frequent vocabulary learning compared to games
from other game mode and genre combinations. Multiplayer games provide learners
the opportunity to use previously learned vocabulary items actively in gaming
sessions. In adventure games, players typically end up learning various words such as
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names of items through contextual understanding or using a dictionary. By combining
these two elements together, multiplayer adventure games help learners learn and
practice various vocabulary items. Learning vocabulary is noted as one of the key
opportunities provided by multiplayer adventure games. Based on the results, this
learning not only occurs as passive vocabulary acquisition, but also as practicing
previously learned vocabulary to turn passive vocabulary into active vocabulary
knowledge. In such games, certain limitations should be noted such as not playing the
game in the target language and not playing the game with people from other countries.
The first limitation hinders acquisition of words in the target language and the second
one restricts learners from practicing these vocabulary items by writing to or speaking
with other speakers of the target language. Therefore, these should be avoided if
vocabulary learning is to be maximized as a result of playing these games. Players are
advised to use their previously learned vocabulary knowledge actively in these games.
The findings indicate that the best alternative for frequent vocabulary learning
to multiplayer adventure games are single-player role-playing games. Role-playing
games are characterized by following the story of a main character in pursuit of
completing the storyline through various quests. This storyline often requires players
to read and listen to a number of extended dialogues and monologues. Players are
required to understand these dialogues and monologues, which often provide key
information in the completion of quests to proceed through the game. Although
knowing all the vocabulary items is not often necessary for the player to proceed
through the storyline, understanding the majority is a must either for enjoying the
content more, or for simply carrying out what is necessary. As noted earlier,
multiplayer games have an advantage over single-player games in terms of vocabulary
in enabling players to actively learn what is learned during the game or previously in
gaming sessions. But one important advantage for single-player games is that they are
not real-time. Players can stop and take their time for anything while playing single-
player games. Although they may not have the opportunity to use vocabulary actively
by writing messages and using the microphone, they do have the opportunity to stop
and look up any unknown words, which gives a unique advantage in increasing the
number of words that are acquired during gaming sessions.
Some single-player role-playing games noted commonly by the participants
were The Witcher 3: The Wild Hunt, The Elder Scrolls V: Skyrim, Mount & Blade:
Warband, Fallout, and Cyberpunk 2077. The findings indicate that these games often
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require players to learn vocabulary items through their complex storylines. As noted
earlier, single-player games enable players to take their time to learn vocabulary items,
and role-playing games often present a rich storyline which necessitates players to stop
from time to time to check the meaning of some words, regardless of their proficiency
levels. This combination creates a beneficial environment for gamers to acquire a
number of vocabulary items related to various concepts. Single-player role-play
gamers are recommended to use their knowledge actively through the storyline to
enhance understanding of the content. Some limitations that can be expected in role-
playing games are the use of archaic language, possibly due to the fantasy setting in
many role-playing games, and potential confusion with excessive content in games.
Some learners, especially high-proficiency ones, may enjoy such content. Learners
with lower proficiency levels can choose to focus on vocabulary items that matter the
most in the understanding of content such as dialogues and quest explanations by
trying to learn what is necessary to understand these and skipping those that do not
hinder the progressing and overall understanding of the storyline.
5.3.2. Grammar Learning
In terms of grammar learning, the ideal game mode and genre combination was
single-player role-playing games based on the findings. Role-playing games require
learners to understand several elements such as dialogues, monologues, and quests.
Players often put an effort to understand the storyline in order to enjoy the game more.
However, understanding the storyline and its storyline is also a must simply to proceed
through the game by comprehending what needs to be done in order to complete quests
and move forward. Just like understanding key vocabulary items, an accurate
understanding of the content also relies on comprehending the grammar structures.
This often necessitates for players to put an effort into understanding the grammar
usages either implicitly through the context or explicitly by looking them up. The key
elements of role-playing games such as the criticality of decision-making processes
which can influence the procedure and the outcome of the game and complex character
development also entails a need for a good understanding of grammar structures.
Single-player games usually offer players the opportunity to take their time to do either
or both in gaming sessions without any time limitations by pausing or just waiting.
Taking these into consideration, it can be stated that single-player role-playing games
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are an ideal choice for practical and academic interest in learning grammar through
computer games.
Games that are commonly preferred by participants in this game mode and
genre combination are The Witcher 3: The Wild Hunt, The Elder Scrolls V: Skyrim,
Mount & Blade: Warband, Fallout, and Cyberpunk 2077. In such games, players strive
to understand the content accurately, and this often leads to learning of grammar
structures along with vocabulary items. As noted earlier, a total understanding of the
content may not be a must for these games to proceed. However, understanding the
key points is necessary, and just like in many game mode and genre combinations, this
sometimes requires the player to learn grammar structures implicitly or explicitly.
Since role-playing games help learners get exposed to lots of interaction between in-
game characters through a sophisticated storyline with rich quests and dialogues,
players typically encounter diverse grammar structures throughout the game. Gamers
can not only learn new grammar structures through these expositions, but also practice
previously learned grammar structures based on the suggestions of the participants.
The limitation of potential encounters with archaic usages may not be as much of a
problem in grammar as it is for vocabulary in these games. But the limitation with
excessive content may discourage learners from focusing on unknown structures.
Similar with vocabulary, players can choose to focus on learning key structures for
understanding the storyline when they are faced with such a situation.
The best alternative to single-player role-playing games in learning grammar
was identified as single-player adventure games based on the findings. Adventure
games share several elements with role-playing games. They typically involve a
storyline and tasks to be carried out through this storyline. The main difference is that
they are often more oriented towards problem solving and exploring instead of
complex character development and decision-making. Understanding written and oral
hints that are provided to the player for solving problems in an accurate way is as
important and necessary in these games as the elements such as decision making and
completion of quests of role-playing. Similar to single-player role-playing games, the
single-player also enables adventure gamers to take their time through pauses or
waiting to try to understand any potential unknown grammar structures, which is a
facilitating factor for the learning of grammar items.
Some single-player adventure games that were commonly noted by the
participants were the Walking Dead, Tomb Raider, the Last of Us, and Uncharted.
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These games can be preferred for practical and academic interests in target language
grammar learning. The repetition of similar grammar structures through the storyline
is noted as a considerable advantage for grammar learning in these games. This is also
meaningful since learning vocabulary and grammar are identified as important
opportunities provided by such games. An important limitation is that these games do
not usually provide players with the opportunity to practice writing and speaking. This
can mean that grammar structures that are acquired in these games may remain passive
due to excessive use in reading and listening, but not available for use by writing and
speaking. Learners can put an effort into using these structures in other parts of their
lives to make these structures more easily available for themselves by writing and
speaking. Players of these games are recommended to focus on learning as well as
having fun and play different types of games based on participant responses. These
recommendations are quite meaningful for complementary reasons. For example, the
acquisition of structures through the rich content provided by these games can be
actively used in some multiplayer games. Similarly, developing a mentality of learning
and having fun is a must for getting an optimum benefit from computer games in terms
of language learning.
5.3.3. Reading Practice
The findings indicate that the ideal combination for reading practice was
single-player role-playing games. With various and extended content available for
reading in role-playing games such as texts of quests and subtitles of dialogues
between in-game characters, role-playing games provide valuable and frequent
opportunities for reading practice. As noted earlier, role-playing games are built
around character development and completion of quests in a complicated storyline
with loads of decision making and dialogues. Reading is critical for each of these key
elements. Players need to read and understand the abilities of characters to build their
character in a certain way. This usually continues throughout the storyline up until the
final quests, and in many cases even after that. These games also present players with
many quests to be completed, often accompanied by several hints about how to
complete them. Understanding them through effective reading is a must for the
storyline to proceed. The hints can sometimes be provided by a quest log, or in some
cases they can be provided by non-playable characters. In these cases, players may
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need to end up reading conversations between the main character and other characters
several times to understand any hints. When it comes to decision making, the player
needs to read many response options in role-playing games carefully since these
decisions may significantly impact how the storyline continues and may change the
course of it minimally or maximally. All these elements and many others contribute to
the diverse opportunities for reading practice in role-playing games. The opportunity
to take as much time as possible in single-player games in many cases gives the player
the chance to read these types of content as long and as many times as possible, which
also leads to increased reading practice. Considering these points, it is worth focusing
on single-player games academically and practically in terms of target language
reading practice.
In games such as The Witcher 3: The Wild Hunt, The Elder Scrolls V: Skyrim,
Mount & Blade: Warband, Fallout, and Cyberpunk 2077, players have the potential
and the necessity to be involved in reading tasks like the ones explained above. Some
common activities of reading include reading subtitles of dialogues and monologues,
main quests of the game itself or side quests provided by non-playable characters,
response options encountered in the storyline, details of items, details of skills, other
in-game texts such as books or letters in the form of items and so on. The fact that
many of these reading sources in the game are somehow connected to each other in
the storyline increases the need for effective reading and comprehension in these
games. In these games, one quest is often connected to the previous one and the next
one, some items and skills are the key to completing certain quests, hints that are
provided through logs or the characters are important for the successful completion of
quests, and additional reading materials such as books and letters are crucial for a
better understanding of the lore of a game. Similar to the previous limitations, the use
of archaic language can be a hindrance while practicing reading in these games.
Players can overcome this problem by using a translator when they feel that they are
overwhelmed by a specific text in the game by taking a pause, which is mostly possible
in most single-player games. Excessive content can be another concern, especially for
low-proficiency gamers. In such situations, gamers can ignore additional reading
materials in the game and focus only on main quests and related content to decrease
the reading content to a manageable level. Using what is previously learned to
understand texts at a better level while reading can be a great advantage, especially if
a player is actively taking English classes and can find some similarities between the
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course content and game content, such as reading strategies and reading subskills, to
understand readable content more effectively.
The best alternative to single-player role-playing games was identified to be
single-player adventure games based on the findings. Since adventure games are
oriented towards problem-solving, reading is an inherent component of these games.
Solving problems and exploring a world through various objectives along a storyline
requires reading a number of textual content in the form of dialogues, monologues,
explanations, and hints, and this in-turn leads to frequent reading practice. One more
genre that might rival single-player adventure games is single-player action games.
Single-player action games had less reading frequency than single-player adventure
games according to questionnaire responses but had more reading duration according
to observation. Single-player action games do not typically involve extended texts to
be read by players. However, as in the case of the present observation, they can involve
numerous dialogues among players and these dialogues are almost always
accompanied by subtitles that are read by players. Single-player adventure games were
identified as the best alternative for reading practice based on the statistical outcome
in both data sources, the diversity of reading activities involved, and better
compatibility with single-player games in terms of reading practice. Adventure games
involve more varied reading activities compared to action games, and activities such
as reading game content and game elements align better with single-player game mode
since players can take their time to read game content and elements in a single instance
without having to replay whole conversations or skipping scenes to see a certain
exchange, as in the case of reading dialogues.
Games such as the Walking Dead, Tomb Raider, the Last of Us, and Uncharted
offer players various dialogues and game content that can be read by players in real-
time or non-real-time. Players can read subtitles of dialogues, speech bubbles of
characters, settings of the game, instructions provided to players for solving problems,
and response options while having a conversation with an in-game character. These
actions provide plenty of opportunities for reading practice. Practicing reading is
identified as one of the main advantages of adventure games in the findings of the
study. Players are recommended to use a dictionary while playing adventure games,
which is an effective way of increasing reading comprehension during games. When
they struggle with a sentence due to reasons beyond unknown words or grammar
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structures, players can also use a translator to check for their understanding and make
comparisons.
5.3.4. Listening Practice
The findings indicate that the ideal game-mode and genre combination for
listening practice is multiplayer action games. Action games rely on physical response
and eye-hand coordination in the completion of in-game objectives. The in-game
objectives can present players with various listening content such as monologues or
dialogues of in-game characters. However, the main source of listening practice is not
the in-game content, but the oral input provided by other players in a team. The vast
majority of listening activities that take place in multiplayer action games result from
the player listening to the other players in the completion of in-game objectives to
either pass levels in player versus environment games, or to defeat the other team in
player versus player games. Multiplayer action games typically have a high tempo,
and they often require players to complete in-game objectives cooperatively in a
certain period of time. This in turn necessitates players to have fast-paced and accurate
communication with their teammates to achieve these in-game goals. The fact that
many multiplayer action games are played competitively based on some rank system
increases players’ willingness to win the game, and this is usually only possible
through an effective coordination of the team. This effective coordination relies on
accurate communication among players. This communication often takes place
through oral input which is provided with the help of microphones. Therefore, a player
playing action games can be expected to practice listening frequently. In fact, the
findings of the questionnaire indicate that listening frequency in multiplayer action
games is the highest learning and practice frequency that was uncovered in the present
study across all game mode and genre combinations in all target language knowledge
and skill types. This outcome is also supported by a high duration of listening practice
observed during the observation. In conclusion, multiplayer action games are
worthwhile for practical and academic considerations in practicing target language
listening skills.
Some commonly played multiplayer action games reported in the study
included Counter Strike: Global Offensive, Valorant, Call of Duty series, Grand Theft
Auto series, Fortnite, and Player Unknown’s Battlegrounds. Most of these games
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involve a competition between two teams. Players in the same team can write message
in team chat to communicate with one another. However, since these games are often
round based and time restricted, and writing messages takes much longer than saying
something, the great majority of players choose to use their microphone to
communicate with their teammates. This communication enables players to listen to
teammates talking about various things. These include teammates speaking to give
information about in-game situations, discussing strategies to adopt and tactics to
consider, expressing their feelings about things happening during the game, and
requesting courses of action from their teammates. Players can be expected to be
exposed to lots of listening practice due to the input provided by other players. These
characteristics leads to many opportunities offered by multiplayer action games to
arise such as meeting new people and having meaningful communication with them.
Some disadvantages that should be considered here are not paying attention to
language use and swear words. Based on the findings, not paying attention to language
use can lead to minimal understanding in communication, which can have an impact
on both in-game achievement and language development. Players should be advised
to pay attention to how language is used while listening and ask for clarification from
other players whenever something is not understood. On another hand, the use of swear
words by some players can be a restriction for communication in some gaming
sessions. Luckily, players have the opportunity to mute these players in order to avoid
any type of communication with them. They can focus on their communication with
other teammates in the team to maximize their listening practice without the
intervention of any toxic input or behavior. Multiplayer action gamers are
recommended to make use of previously learned structures in their gaming sessions,
and this could be relevant for listening, as well. Listening teammates using vocabulary
items or grammar structures that are previously learned could enhance language
learning outcome in these games. Another suggestion is to watch the movie adaptation
of games. This might diversify the types of listening practice experienced by gamers.
The best alternative to multiplayer online action games for listening practice is
identified as single-player role-playing games based on the findings of the study. Role-
playing games inherently involve a multitude of listening content, most of which are
in the form of monologues and dialogues of in-game characters. The main difference
between multiplayer action games and single-player role-playing games is the type of
listening that players are exposed to in-gaming sessions. Whereas multiplayer action
218
games rely on spoken input provided by other players in the team to the player, role-
playing games depend on the speech provided by in-game characters through voice
actors. The former can provide more authentic and real-life listening content which
can possibly involve more colloquial or incorrect usages. The latter, on the other hand,
can involve more structured and less flexible listening content with more formal and
correct usages in it. Another notable is the duration of listening practice in these
different game mode and genre combinations. Whereas listening activities in
multiplayer action games are more frequent but shorter in duration, listening activities
in single-player role playing games are fewer in frequency but longer in duration. All
in all, it can be stated that a combination of being exposed to listening practice in both
multiplayer action games and single-player role-playing games can be a good way of
listening improvement for gamer learners of English with their focus on listening
content in different types and ways.
Games such as The Witcher 3: The Wild Hunt, The Elder Scrolls V: Skyrim,
Mount & Blade: Warband, Fallout, and Cyberpunk 2077 offer players listening
content and frequent opportunities for listening practice related to various topics and
situations. Players spending time on these games are often exposed to listening practice
via listening to narrators, characters, and other in-game features. In role-playing
games, there are numerous dialogues between in-game characters, and this is a good
way of listening to conversational usage of English. Besides these, players can listen
to more monologue-oriented listening content such as explanations of quests by the
game itself or through a certain character. Although players mostly do not have the
opportunity to interact with characters in single-player role-playing games, they at
least have the opportunity to be exposed to in-game characters with each other. This
type of listening may also contribute to conversational abilities of players indirectly.
Single-player role-playing gamers are recommended to use their previously learned
knowledge in these games and lengthy listening content with the use of complex
vocabulary and grammar structures is a good source of enabling this. Excessive
content might be a challenge for lower-proficiency learners, but such learners often
have the ability to play interactions between players or cutscenes multiple times in
single-player role-playing games. Therefore, when they feel the need, players can
replay listening content in these games until they understand the content at a
satisfactory level.
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5.3.5. Writing Practice
Writing stands out as the least practiced language skill in computer games
regardless of game mode and genre combinations. However, even with this outcome,
writing can sometimes be practiced in certain game mode and genre combinations.
Among these, the ideal combination is multiplayer adventure games based on overall
findings. Adventure games require players to do be involved in profound levels of
problem solving and exploration. In multiplayer games, this requires players to
communicate with other players for cooperation in pursuit of completing in-game
objectives. Sometimes, this communication is realized through a chat box through
which players in the same game can communicate with one another. This can either
result from a personal preference of a player to communicate with others not via a
microphone but by writing messages due to various reasons such as being shy or not
feeling competent enough in speaking in the target language, or it might be a necessity
owing to situations such as players not having necessary equipment for oral
communication in the game. Also, players may choose to write messages to teammates
in some instances and speak to them in some others. For example, in a critical situation,
microphone communication can distract the focus of players, so they may choose to
write messages to minimize distractions. Due to such features and opportunities, it is
worth paying attention to writing practice in multiplayer adventure games from
practical and academic perspectives.
Games such as Minecraft, Dying Light, It Takes Two, Valheim, Terraria, and
Roblox enable players to communicate among themselves through a chat box. Players
communicate with each other by writing messages to ask questions about in-game
situations or trivial matters, respond to input provided by other players, and giving
information about their progress in solving an in-game problem. Adventure games
were highlighted for valuable opportunities for learning vocabulary and grammar
structures. Multiplayer adventure games can contribute to this at an additional level by
enabling players to actively use the vocabulary items and grammar structures that were
previously learned. Despite the fact that potential for practice in this skill is remarkably
lower compared to other target language skills, the usage of vocabulary items and
grammar structures through writing can lead to meaningful use of the language in an
authentic communicative environment. Lack of writing is noted as one of the
challenges of adventure games under single-player game mode, but multiplayer game
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mode seems to eliminate this limitation to a certain extent based on the findings. The
most important limitation here is not to play the game with players from other countries
and not to play the game in the target language. This significantly reduces the chances
of players to be involved in meaningful written communication in the target language,
and therefore, should be avoided. Socialization is an important advantage in
multiplayer adventure games and written communication can get more extended along
with oral communication as the level of socialization increases throughout the gaming
process.
The best alternative to multiplayer adventure games in writing practice is
identified as multiplayer role-playing games based on the findings. Role-playing
games often follow a complex storyline which features a number of quests to be
completed. In single-player games, players rely on their personal understanding of how
the quest needs to be completed and their own performance in the completion of this
quest. However, in multiplayer role-playing games, many quests cannot be possibly or
preferably completed by an individual player. Most quests require an effective
cooperation of various players to be completed. In this cooperation, communication
among players is of vital importance. It is a fact that nowadays this communication
mostly takes place in the form of audio input from players via microphones. However,
this communication can also take place in the form of written messages in a chat box
which is available to all players in a team. In addition to this, multiplayer role-playing
games can involve complex relations among a team of players due to their extended
nature. Multiplayer role-playing games can be played for many years on the same
server with the same group of players. Therefore, it is likely for players to develop
friendship over this period and increase their communication, not only related to in-
game issues, but also daily and personal matters. This communication can also take
place in the form of private messages and chat messages, which can increase the
writing practice of players. Due to such features, multiplayer role-playing games can
sometimes enable players to practice their writing and they are worth considering at
practical and academic level to this end.
Games noted by the participants such as World of Warcraft, Sea of Thieves,
Grand Theft Auto: V, EVE Online, Lost Ark enable players to practice their writing
skills via various means. This can happen either with a preference of writing to
communicate over speaking, or a personal feeling of necessity by players to
communicate in writing instead of speaking until feeling ready to speak confidently in
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the target language. An authentic and meaningful environment of communication is
certainly a contributing factor for writing practice in multiplayer role-playing games.
Certain limitations of these games that are worth mentioning are addiction and
complex structures. Potential for addiction is an important possibility to consider and
avoid in multiplayer role-playing games. Due to their extended nature, players may
feel the urge to play the game more than necessary, which can lead to harmful gaming
habits. Players need to take their gaming hours into consideration, and not go beyond
gaming hours that would cause trouble in the usual progress of their daily lives or the
fulfillment of their daily chores. Complex grammar structures, on the other hand, are
not usually a limitation for writing, since players do not choose to use too complex
structures in order to avoid any kind of communication barriers in these games. Players
are recommended to take notes in these games. This note-taking can improve writing
performance not only by the activity itself, but also by giving players a chance to
increase the items and structures that they can actively use while writing.
5.3.6. Speaking Practice
The ideal game mode and genre combination for practicing speaking is
uncovered as multiplayer action games according to the findings. In action games,
players use their physical capabilities such as quick response time and hand-eye
coordination to complete in-game objectives. In single-player game mode, players can
simply rely on these skills to display a satisfactory performance. However, in
multiplayer action games, demonstrating a good level of individual performance is not
usually enough in achieving the intended outcomes. Multiplayer action games are
mostly team-based. This means players compete against another team to win the game.
This usually requires a decent level of individual performance along with effective
communication within the team. Multiplayer action games are also generally time-
restricted. The competition takes place within rounds with certain, and often relatively
short, time periods. When combined together, these features require players to have
fluent and accurate communication with their teammates to achieve the best possible
outcome. Therefore, speaking as fluently and as understandably as possible via a
microphone is the most common means of communication in multiplayer action
games. Players need to be fluent as they may need to explain s things like strategies
and current status in a matter of a couple of seconds in the game. They also need to be
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as accurate and understandable as possible since the information that they provide
might hold the key to winning a specific round. Due to reasons such as these,
multiplayer action games are worth practical and academic attention in terms of
practicing target language speaking.
Common games noted by the participants, such as Counter Strike: Global
Offensive, Valorant, Call of Duty series, Grand Theft Auto series, Fortnite, and Player
Unknown’s Battlegrounds, provide learners the opportunity to practice their speaking
skills. This speaking often takes place in the form of giving information about the
enemy team, requesting certain courses of actions such as sharing in-game items and
performing moves, discussing strategies or courses of action prior to the beginning of
rounds or during the rounds, and expressing feelings such as complimenting a
teammate over a well-played situation or expressing frustration for something
unwanted during the game. The findings of the study indicate several advantages of
multiplayer action games, such as trying to use target language accurately and asking
questions, which are directly related to practicing speaking. Just like giving
information, requesting information and in-game actions quickly and effectively is a
key component in action games. Similarly, trying to use the target language accurately
is crucial since any misinformation can cost a team the round. Not paying attention to
language use is a notable limitation to consider for speaking practice in multiplayer
action games. Doing so reduces the chances for speaking improvement, which
diminishes both in-game success and language development. The core
recommendation for gamer language learners playing multiplayer action games is
being determined to use previously learned structures during gameplay. This can create
a connection between any other language learning activities that players are involved
in in their daily lives and their language practicing in multiplayer action games, and
therefore lead to further and more effective language practice.
The findings show that the best alternative to multiplayer action games in
practicing speaking are multiplayer adventure games. With their focus on problem
solving and exploration, adventure games present players with a number of challenges
to be overcome in gaming sessions. Whereas players face these challenges on their
own in single-player adventure games, it is often necessary for players to communicate
with other players in the course of overcoming these challenges in multiplayer
adventure games. In these days, the preferred method of realizing this communication
is using a microphone via the in-game communication system. Many multiplayer
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adventure games present players with such a feature. In cases where such a feature is
not available, players tend to use a third-party audio communication software such as
Discord to enable audio communication. In multiplayer adventure games, players
cooperate to solve in-game problems by discussing moves and strategies.
Occasionally, they are also engaged in non-game-related conversations. Both these
provide players the opportunity to practice target language speaking frequently.
Commonly played multiplayer adventure games like Minecraft, Dying Light,
It Takes Two, Valheim, Terraria, and Roblox either enable players to speak with one
another through their own communication system or the players of these games can
choose to use a third-party communication software for audio chat. Players can speak
to ask questions to other players, respond to questions asked by other players, give
information to their teammates about in-game situations, suggest strategies and plans
to pass levels, express their feelings like frustration and compliments, and talk about
non-game-related issues like movies. These activities of speaking enable the core
opportunities of adventure games such as learning vocabulary and grammar to move
from passive knowledge to active practice, and therefore provide this a new dimension.
The opportunities for socialization are certainly a contributing factor to the practicing
of speaking in multiplayer adventure games. Besides these, practicing speaking is
identified as a notable opportunity of multiplayer adventure games, which is also an
important point to consider based on the findings of the study. Notable limitations that
might inhibit speaking practice are not playing the game in the target language and
with people from different countries. This might considerably restrict the chances of
meeting speakers of English in the game, and thus lower the opportunities for speaking
practice in the target language. Multiplayer adventure gamers are recommended to use
previously learned knowledge actively.
5.4. Discussion of the Findings in View of Existing Literature
5.4.1. Discussion of the Findings Related to Game Mode Comparison in
View of Existing Literature
The findings as a whole mostly indicate parallelism with the theoretical
background of computer games and language learning. Regardless of game mode and
genre combinations, there are considerable levels of target language learning and
practicing based on the responses of the participants. The participant responses
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demonstrate that the most common frequencies for learning target language
knowledge and practicing target language skills are often and sometimes. This
indicates that learning target language knowledge and practicing target language skills
take place in most game modes and genres with varying degrees. This demonstrates
that computer games with different game modes and genres as a whole can be valuable
for learning target language and practicing target language skills, which is in alignment
with studies in the literature for target language learning and practicing (McCabe &
Meller, 2004; Kraemer et al., 2009; Hall, 2010; Gruber & Kaplan-Rakowski, 2022).
In terms of vocabulary learning, the findings do not contradict the existing
literature because existing studies focus both on predominantly single-player games
and predominantly multiplayer ones. The studies into vocabulary learning in
predominantly single-player games such the ones by Palmberg (1988) on Pirate Cove;
Purushtoma’s (2005), Miller and Hegelheimer (2006), Ranalli (2008), Noroozloo et
al. (2015) on The Sims; Bakar and Nosratirad (2013) on The Sims 3; Franciosi et al.
(2016) on 3rd World Farmer, Franciosi (2017) on Energy City; Vahdat and Behbahani
(2013) on Runaway: A Road Adventure; Enayat and Haghighatpasand (2019) on The
Secret of the Monkey Island Special Edition; DeHaan et al. (2010) on PaRappa the
Rapper II indicate several positive outcomes regarding target language vocabulary
learning. Similarly, studies conducted on multiplayer games such as the ones carried
out by Rankin et al. (2006) and Rankin et al. (2009) on EverQuest II; and Bytheway
(2015) on World of Warcraft underline positive outcomes for target language
vocabulary learning in multiplayer games. There are also similar findings in the
literature about games that are actively played with both single-player and multiplayer
game modes. These include Urun et al.’s (2017) study on Tom Clancy’s Ghost Recon:
Future Soldier and Ebrahimzadeh and Alavi’s study on (2017) on Warcraft III: Frozen
Throne. The existence of positive findings in both game modes and the outcome in the
present study that no significant difference was observed in vocabulary learning
between single-player and multiplayer game modes corroborate each other.
In grammar learning, the situation is similar with vocabulary learning in that a
considerable difference in the number of studies and findings focusing on single-player
and multiplayer games does not seem to be existing. In terms of grammar learning, not
as many articles as those that focus on vocabulary learning exist, and the existing
findings refer both to predominantly single-player games, predominantly multiplayer
games, and games that prime both game modes. Findings on single-player-oriented
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games such as The Sims and Grand Theft Auto: Vice City point to positive outcomes
for grammar learning in single-player games, findings on multiplayer-oriented games
like Knight Online and Counter Strike indicate benefits of multiplayer games on
grammar learning, and findings on games that have orientation in both game modes
such as Warcraft III: Reign of Chaos and FIFA 08 also demonstrate advantages for
grammar learning (Miller & Hegelheimer, 2006; Turgut & İrgin, 2009). Considering
the literature review of the present study, a considerable difference in the focus on
game mode in studies referring to grammar learning in computer games cannot be
observed. Therefore, it can be stated that the fact that no significant difference was
observed between single-player and multiplayer game modes in terms of grammar
learning in the present study is in line with the studies in the literature. In addition to
this, grammar learning was reported to be less frequent than vocabulary learning in
each game mode in all the genres. Considering the number of studies and the positive
findings related to vocabulary learning and grammar learning in the literature, the
findings of the present study are aligned with the existing literature from this point, as
well.
When it comes to reading, the literature review indicates beneficial findings
with both game modes although most of the studies reporting findings about reading
are from studies focusing on single-player games. Practice and improvement in target
language reading is highlighted both in studies dwelling on single-player games such
as Sim City and Bone, (Taylor, 1990; Baltra, 1990; Jordan, 1992; Chen & Yang; 2011,
2013; Neville et al., 2009; Sarı & Chen, 2013) and those focusing on multiplayer
games such as EverQuest II and World of Warcraft (Rankin et al., 2009; Zheng, 2016).
Considering the findings of the questionnaire and the observation, the answer to the
research question focusing on the difference between single-player and multiplayer
game modes in reading could not be answered positively. However, despite the
presence of findings indicating both positive and negative outcomes for this research
question, the ones pointing towards a considerable difference favoring the single-
player game mode in reading practice were more in quantity than those favoring the
multiplayer game mode. The study seems to be in alignment with the existing literature
here in that the literature review shows positive findings related to reading practice in
both game modes with findings focusing on predominantly single-player games being
more in number compared to those with multiplayer game mode.
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Regarding listening, studies in literature report advantages both in single-
player and multiplayer game modes, just like reading. However, in listening, the
positive findings in studies focusing on multiplayer games are more in number
compared to reading. There are studies in literature focusing on multiplayer games
which point to several activities in which target language listening is practiced (Rankin
et al., 2009; Zheng, 2016, Kongmee et al., 2012), just as there are studies focusing on
single-player games reporting improvement in listening skills (Taylor, 1990; Baltra,
1990; Chen & Yang; 2011). In addition to the previously noted games such as
EverQuest II, World of Warcraft, Sim City, and Bone, the reports on listening also
involve the MMORPGs GodsWar Online, Hello Kitty Online, Perfect World
International, and Asda Story. Listening was also found to be significantly improved
in multiplayer online games including Counter Strike: Global Offensive, League of
Legends, Player Unknown’s Battlegrounds, RuneScape, and Seafight (Altınbaş, 2018).
There are also some studies reporting benefits for listening in miscellaneous games
such as the one conducted by De Wilde and Eyckmans (2017). The findings
corroborate the existing findings in the literature since the answer to the fourth research
question comparing single-player and multiplayer games in terms of the frequency of
listening practice was answered negatively, and the literature review has a relatively
balanced number of studies referring to listening benefits for listening in computer
games with single-player and multiplayer game mode.
In terms of writing, the outcome for the study is not completely in alignment
with existing literature. The studies that highlight benefits for writing in literature are
usually the ones either focusing on single-player games or the ones not referring to
specific games. These include Taylor’s (1990) Sim City, Baltra’s (1990) study on
adventure games, Jordan’s (1992) study on simulation and adventure games, and De
Wilde and Eyckmans’s (2017) study on games and other similar tools. These studies
report benefits of games for writing not through the game itself but through game-
related activities such as follow-up writing activities in the form of writing reports of
games and writing essays based on game-based activities. The studies do not
specifically point out writing practice carried out in gaming sessions. The only one
that specifically points to an improvement in writing through the game itself is
Shahrokni’s (2020) paper, which focuses on the massively multiplayer strategy game
Stronghold Kingdoms. The study specifically highlights writing improvement through
in-game communication via chatting which are carried out to realize in-game goals
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and strategies. The findings of the present study indicate that there is a significant
difference between single-player and multiplayer games in terms of practicing writing,
in favor of multiplayer games. Therefore, the results are only partially in line with the
literature taking a look at the studies in the literature reporting findings in terms of
target language writing practice and improvement in computer games.
When the findings of the present study regarding speaking practice are
evaluated from the perspective of the existing literature, it can be stated that the
situation is a bit similar to writing, but there are more studies indicating alignment
between the present findings and existing literature. Just like writing, there are studies
in the literature that normally dwell on the use of single-player games, but also
integrate speaking via game-related follow up activities instead of game-based
speaking activities that take place during gaming itself. These include the studies of
Taylor (1990), Baltra (1990), Jordan (1992), Chen and Yang (2011, 2013) on games
like Sim City and Bone. However, there are also several studies providing implications
of multiplayer games on speaking development such as studies of Zheng (2016) on
World of Warcraft, Reinders and Wattana (2015) on Ragnarok Online, and Shahrokni
(2020) on Stronghold Kingdoms. Just like listening, speaking was also found to be
significantly improved through multiplayer online games including Counter Strike:
Global Offensive, League of Legends, Player Unknown’s Battlegrounds, RuneScape,
and Seafight, as well (Altınbaş, 2018). Considering these findings, it can be stated that
the findings of the present study are in line with existing literature in stating that
speaking is practiced significantly more in multiplayer games than in single-player
games.
5.4.2. Discussion of the Findings Related to Genre Comparison in View of
Existing Literature
When the findings are compared with existing literature, there are both
similarities and differences. First of all, in terms of vocabulary learning, the findings
of the present study indicate that there is a significant difference among the genres,
resulting mainly from lower levels of vocabulary learning in the simulation genre.
However, it should be noted that this is only relative to other genres. Whereas the
median value for the frequency of learning vocabulary corresponded to often in the
other genres, the median value for vocabulary learning frequency in simulation games
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equaled to sometimes. Therefore, it can be stated based on participant responses that
vocabulary learning is not infrequent in computer games, only lower than the other
genres. From one perspective, it can be claimed that the study is in line with existing
literature since there are reports of vocabulary learning in every genre. The studies of
DeHaan et al. (2010) on PaRappa the Rapper II and Urun et al. on (2017) Tom
Clancy’s Ghost Recon: Future Soldier report vocabulary learning outcomes in action
games. The studies of Chen and Yang (2011, 2013) on Bone, Palmberg (1988) on
Pirate Cove, Vahdat and Behbahani (2013) on Runaway: A Road Adventure, and
Enayat and Haghighatpasand (2019) on The Secret of the Monkey Island Special
Edition demonstrate similar findings for adventure games. Vocabulary learning
outcomes were also observed in role-playing games such as EverQuest II (Rankin et
al., 2006; Rankin et al. 2009) and World of Warcraft (Bytheway, 2015). In addition to
these, findings related to the strategy game Warcraft III: Reign of Chaos and its
expansion Warcraft III: the Frozen Throne by Turgut and İrgin (2009) and
Ebrahimzadeh and Alavi (2017) indicate vocabulary learning outcomes in strategy
genres. Finally, despite having a lower frequency of vocabulary learning based on
participant responses, the number of reports on vocabulary learning in simulation
games is higher than most of the other genres. Studies by Noroozloo et al. (2015) on
The Sims, Bakar and Nosratirad (2013) on The Sims 3, Franciosi et al. (2016) on 3rd
World Farmer, and Franciosi (2017) on Energy City highlight vocabulary learning
benefits in simulation games. When the studies covered in this study and their
outcomes are taken into consideration, it can be seen that adventure and simulation
genres received the most attention by researchers. However, while adventure has the
highest reports on vocabulary learning frequency according to the findings, simulation
genre has the lowest, which is an important difference to note.
Similar to vocabulary learning, the study uncovered that grammar learning
frequency also has significantly lower levels in simulation genre compared to other
genres. When the literature review is considered, there are reports of grammar learning
in every genre, but these reports are not as common as those on vocabulary learning.
Unlike vocabulary learning, the reports on grammar learning are more balanced in
terms of number across different genres. The findings regarding grammar learning on
specific computer games come from the study of Turgut and İrgin (2009) which
comprises findings regarding Knight Online, Grand Theft Auto: Vice City, Counter-
Strike, Warcraft III: Reign of Chaos, and FIFA 08. Regarding grammar, the findings
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corroborate the existing findings in some ways and conflict them in some others. For
example, compared to vocabulary learning, positive findings related to computer
games and grammar learning are much less common. Similar with this, among the
different target language knowledge and skill types investigated in this research,
grammar has the lowest levels of learning frequency. However, the findings of the
present study indicate a significant difference among the genres in terms of grammar
learning frequency mainly due to lower levels of learning in simulation games.
However, in literature, there does not seem to be a significant difference between this
genre and the other genres in terms of grammar learning. This is another outcome of
this research that is in contrast with the existing findings in the literature.
In terms of reading, again there are matching and mismatching points with
existing literature. It was uncovered in the study that there was a significant difference
between genres in terms of reading practice frequency and duration, and the main
reason for this difference was considerably lower levels of reading practice frequency
in simulation games, both in the questionnaire and in the observation. In addition to
this, role-playing games had the highest frequency and duration of reading practice in
both datasets. Based on the review in this study, most reports about improvements in
target language reading came from role-playing games. Studies by Rankin et al.
(2009), Kongmee et al. (2012), and Sarı and Chen (2013) which comprise games like
EverQuest II, GodsWar Online, Hello Kitty Online, Perfect World International, and
Asda Story indicate reading improvement in role-playing games. The present findings
are in alignment with the prevalence of such findings in the literature. There are also
reading benefits that were reported on different game genres. Examples include the
studies of Chen and Yang (2011, 2013) on the adventure game Bone, and Taylor
(1990) and Baltra (1990) on simulation games, such as Sim City. The present findings
are more aligned to the findings related to adventure games. Both in the questionnaire
and in the interview, there was a considerable level of reading practice in adventure
games. When it comes to simulation games, however, the situation was different.
Simulation games had the lowest level of reading practice not only in the questionnaire
but also in the interview. Whereas the other genres had the median frequency level of
often in reading practice frequency, simulation had sometimes, and the duration of
reading practice in the observation was at a negligible level. Still, the study did not
uncover that there is no reading practice in simulation games, at all. But it uncovered
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that it is at a lower level compared to other genres, and it is interesting that there are
several findings related to target language reading benefits in simulation games
whereas there are less or no on other genres such as action and strategy.
In listening, the study again has common grounds and differences with the
existing literature. In the findings, it was found that there was a considerable difference
among the genres in terms of listening frequency and duration mainly due to higher
listening levels in the action genre. Interestingly, no study dwelled specifically on the
benefits of listening in action games based on the literature review. Strategy games
weren’t focused within this perspective, as well. The findings have listening
improvement reports in adventure games (Chen & Yang, 2011, 2013), role-playing
games (Rankin et al., 2009; Kongmee et al., 2012), and simulation games (Taylor,
1990; Baltra, 1990). The present findings do not contradict the existing findings in the
literature since they indicate that listening practice is not infrequent in these genres.
For example, participants’ median response to listening practicing frequency is often
in adventure and role-playing genres, and sometimes in simulation genre. Similarly,
the observation findings also report unignorable lengths of listening practice in these
genres. However, it is interesting that the genre with the most listening practicing
outcomes has received the least amount of focus in the literature in terms of listening
practice along with strategy genre. Strategy is a bit more in alignment here because it
has lower listening practice compared to action, adventure, and role-playing genres
with sometimes as the participants’ median response in the questionnaire and
observation duration being lower than the three genres noted. However, both its the
mean outcome for practice frequency in the questionnaire and its practice duration in
the observation are higher than the simulation genre. Therefore, the fact that there is
not enough focus on this genre in literature is also an important point for consideration.
The comparison of findings in the study and the literature are similar in writing,
as well. In some points there are common grounds, but in others there are differences.
The findings of the questionnaire uncovered that there is a significant difference
among the genres in terms of writing, too. The main contributors of this outcome were
higher levels of writing practice in strategy genre and lower levels in simulation genre.
In contrast with these, observation findings did not reveal a considerable difference
among the genres, and the duration was in negligible amounts in all the genres.
Another important outcome was that writing is the language skill with the least amount
of practicing frequency and duration in all game modes and genres. Compared to other
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language skills, specific focus on writing practice and improvement is less prevalent
in literature compared to other target language knowledge and skill types. This might
be related to fewer opportunities to write in games or the preference of gamers to speak
more instead of writing messages in many games, as the results demonstrate. The
literature demonstrates writing practice or improvement in adventure games (Baltra,
1990), strategy games (Shahrokni et al., 2020), and simulation games (Taylor, 1990).
Both in strategy and simulation genres, the genres with the highest and lowest
frequency of practice according to present findings, have evidence of practice
according to the studies in the literature. However, an important point to note here is
that, among the studies noted above, the study on the strategy game involved in-game
writing activities whereas the studies the adventure and simulation games referred
mostly to follow-up writing activities. This can provide implications regarding in-
game writing practice of gamers and classroom use of games in follow-up activities
during the class. Considering the number of studies focusing of the issue compared to
other knowledge and skill types, and the content of the existing findings, it can be
stated that the results are mostly parallel except for the findings of the questionnaire,
in which writing practice was too infrequently observed in quite short durations.
Similar to other skills, there are aligning and non-aligning points of the
present findings with the existing literature in terms of speaking. The present study
uncovered that there was a significant difference among the genres in terms of the
frequency and the duration of speaking practice, mainly due to higher levels of
speaking practice in action games compared to other genres. This was not only the
case for the questionnaire, but also the case for the observations. The literature
demonstrates speaking practice and gains mainly in role-playing and simulation games
such as Sim City and Ragnarok Online (Baltra, 1990; Taylor, 1990; De Wilde &
Eyckmans, 2017; Reinders & Wattana, 2015). The outcomes of the present study
indicate the median speaking frequency level of rarely in role-playing and simulation
games in the questionnaire. Therefore, the little amount of focus on in-game speaking
activities in specific games among the studies covered in the literature might be related
to this situation. It is interesting to note that none of the games putting their focus on
an action game put its focus as speaking practice and development in action games.
The present study indicates a stark difference in this genre and the other genres in
terms of opportunities of speaking practice based on the reports of the participants and
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the observations of game streams. This could be regarded as the most important
difference between the findings of the study and the existing findings in literature.
5.4.3. Discussion of the Findings Related to Target Language Knowledge
and Skills Comparison in View of Existing Literature
The findings about the action genre are only partially in agreement with the
existing literature. First of all, there is not enough focus on action games and listening
development in literature. Based on all the outcomes of the present study, action games
have the highest potential for listening practice. However, there haven’t been enough
studies on this issue in literature. Besides listening, reading practice have also not been
covered adequately in action games. The only point that has been subject to some
investigation in action games is vocabulary learning, which has been subject to studies
from all genres of computer games. DeHaan et al.’s (2010) study on PaRappa the
Rapper II and Urun et al.’s (2017) study on Tom Clancy’s Ghost Recon: Future Soldier
are examples to this. When it comes to knowledge and skill types that are learned and
practiced less frequently, there are almost as many studies in literature as ones with
higher levels of learning and practice frequency. For example, Turgut and İrgin’s
(2009) study, which covers action games like Counter Strike and Grand Theft Auto:
Vice City has implications for grammar learning in action games.
Regarding the other genres, the findings are more in alignment with the
literature, but still, there is no complete parallelism. First of all, there are a number of
studies in literature which demonstrate vocabulary-related benefits of computer
games. These include the studies of Chen and Yang (2011, 2013) on Bone, Palmberg
(1988) on Pirate Cove, Vahdat and Behbahani (2013) on Runaway: A Road Adventure,
and Enayat and Haghighatpasand (2019) on The Secret of the Monkey Island Special
Edition in adventure games; the studies of Rankin et al. (2006) and Rankin et al.
(2009) on EverQuest II, and Bytheway (2015) on World of Warcraft in role-playing
games; Turgut and İrgin (2009) on Warcraft III: Reign of Chaos and Ebrahimzadeh
and Alavi (2017) on its expansion Warcraft III: the Frozen Throne in strategy games;
and Noroozloo et al. (2015) on The Sims, Bakar and Nosratirad (2013) on The Sims
3, Franciosi et al. (2016) on 3rd World Farmer, and Franciosi (2017) on Energy City
in simulation games. In terms of reading and listening, the studies that focus on or have
implications for these are not as plentiful as vocabulary learning, yet they are not fewer
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than grammar learning, writing practice, and speaking practice. Studies by Baltra
(1990), Taylor (1990), Rankin et al. (2009), Chen and Yang (2011, 2013), Kongmee
et al. (2012), and Sarı and Chen (2013) on games like EverQuest II, GodsWar Online,
Hello Kitty Online, Perfect World International, Asda Story, and Sim City provide
implications for reading and/or listening practice in games with different genres. Some
but not all of these studies also have implications for writing and speaking. It should
also be noted that several findings regarding writing practice are about game-related
activities of practice instead of game-based activities of practice. Considering the
higher interest and findings related to vocabulary learning, reading practice, and
listening practice in the literature compared to grammar learning, writing practice, and
speaking practice, it can be stated that the findings of the present study in terms of the
comparison of target language knowledge and skills in games are mostly in line with
existing literature.
5.4.4. Discussion of the Findings Related to Activities of Target Language
Learning and Practicing in View of Existing Literature
In terms of reading, the main activities were reading subtitles, reading game
content, and reading messages. Whereas reading mostly took place in the form of
reading subtitles and reading game content in single-player games, most of the reading
was related to reading messages in multiplayer games. The situation was mostly the
same across the genres, excluding simulation games, where all the types of reading
were not observed. When it comes to listening, single-player games were similar to
reading, due mainly to listening activities being in parallel with reading activities
through subtitles. Therefore, listening to monologues and dialogues, and in-game
content were the most prevalent activities in this game mode. In multiplayer games,
types of listening activities were more varied with frequent examples of examples such
as giving information, asking, responding, discussing, expressing feelings, explaining,
suggesting, warning, joking and similar actions. An important outcome here was
longer listening durations and lower frequency of listening activities in single-player
games, and shorter listening durations and higher frequency of listening activities in
multiplayer games. The situation was mostly the same across genres. Writing was the
skill that was practiced the least, with only being evident in small amounts in
multiplayer adventure and strategy games. The instances of writing included players
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giving information, responding, asking, and expressing feelings. Apart from these, no
instances were observed. Finally, speaking was quite parallel to the types of listening
activities in multiplayer games in addition to some instances from single-player games.
In single-player games the types of speaking activities observed were repetition,
reading-aloud, and talking to in-game characters, which involved players talking to
themselves. In multiplayer games, speaking activities involved giving information,
discussing, expressing feelings, explaining, suggesting, warning, off-topic
conversation, asking, responding, and so forth. The situation was mostly similar across
genres, except for simulation where speaking activities were negligible.
The activities that were identified as a result of the analyses were mostly
parallel with the theoretical backgrounds of computer games and language learning.
The exposure to target language content and the use of target language skills in gaming
sessions are aligned with second language learning theories such as comprehensible
input (Krashen, 1982; Krashen, 1985), interaction and negotiation of meaning (Long,
1981; Long, 1985), and comprehensible output (Swain, 1993), which were discussed
in the light of computer games and language learning in the studies of García-
Carbonell et al. (2001), Thorne et al. (2009), and Zhao and Lai (2009). The findings
are also in line with the affordances suggested by Reinhardt and Thorne (2020) based
on the concept of affordance by Gibson (1979). Examples to these are communicative
activities that are aimed at interacting with others to realize a common goal and having
a free and independent practicing of a target language.
The reading activities that were identified within the study mostly show
parallelism with previously observed activities of reading in computer games and
language learning literature. Studies on single-player games, such as those carried out
by Taylor (1990), Baltra (1990), Jordan (1992), Chen and Yang (2011, 2013), and Sarı
and Chen (2013) on games like Sim City, Bone and other games from different genres,
involved examples of reading practice through reading subtitles and reading game
content. On the other hand, studies on multiplayer games, such as those by Rankin et
al. (2009), Kongmee et al. (2012), Bytheway (2015), and Zou et al. (2021) on games
like World of Warcraft, EverQuest II, GodsWar Online, Hello Kitty Online, Perfect
World International, and Asda Story included a number of reading practice examples
via reading chat messages. As a result, it can be stated that the present findings mostly
corroborate the existing findings in the literature regarding reading. Most of these
studies also highlighted findings related to listening, as well. These involved listening
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to game subtitles and in-game content in single-player games and various ways
through which other players express themselves in multiplayer games. Some of the
findings in the literature such as listening activities such as listening to in-game texts
and NPCs are quite similar to the findings of the present study. But not all studies
outline the specific ways through which listening practice occurs in their games.
Therefore, the present study builds on the existing literature by outlining specific ways
of listening practice in computer games such as listening to notifications, information,
questions, responses, discussions, off-topic conversations, feelings, explanations,
suggestions, warnings, jokes and so on.
In terms of writing practice, there are overlapping points and differences
between the existing findings and the literature. The writing activities uncovered in the
present study involve giving information, responding, asking, and expressing feelings.
In some studies, like Shahrokni et al.’s (2020) investigation on language learning in
Stronghold Kingdoms, there were similar findings that involved writing outcomes via
chat messages just like the involvement of chat messages in the present study.
However, most findings in the literature on writing practice in computer games involve
game-related writing activities instead of game-based writing activities, such as
writing reports, reviews, or essays based on games (Baltra, 1990; Taylor, 1990;
Constantinescu, 2012). When it comes to speaking, the types of activities were more
diverse compared to writing. Some activities of speaking were at individual levels such
as those that occurred via were repeating character lines, reading aloud options of
responding, saying casual things to in-game characters, and those that involved
communicating with other players to giving information about in-game situations,
discussing strategies, expressing feelings about actions, explaining moves, suggesting
plans, warning against rival team movements, off-topic conversations, asking
questions, responding to other players and so on. Although not all studies clearly
explain how speaking practice takes place in games, common grounds can be
identified between the present findings and some studies in the literature such as those
by Chen and Yang (2011, 2013), Zheng (2016), and Reinders and Wattana (2015),
who underline meaningful communicative activities taking place in games. Especially,
the types of speaking activities that take place in multiplayer games in the present
study expand on the type of communicative outlined in such studies. When it comes
to single-player games, however, there is little parallelism with the existing literature
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with regard to repetition of in-game characters, reading response options to in-game
situations aloud, and talking to in-game characters casually.
5.4.5. Discussion of the Findings Related to the Opinions of Gamers on
Computer Games and Language Learning in View of Existing Literature
Starting with the first theme uncovered in the present study (opportunities
provided by computer games for language learning) and the categories identified
under it (exposure to authentic content, communication with other players, learning
target language knowledge, and improvement in target language skills), it can be stated
that there is total alignment with existing literature. A number of studies point out that
there are several advantages provided by computer games in terms of language
learning including exposure to content, in-game communication with other people,
improving target language knowledge, and practicing language skills. Many studies in
literature such as those by García-Carbonell et al. (2001), Peterson (2010), Yudintseva
(2015), Dincer (2020), and Reinhardt and Thorne (2020) underline the opportunity of
gamer learners to be exposed to authentic target language content in computer games.
Similarly, there are a number of studies in literature pointing to the authentic
communicative environment in computer games (Thorne et al., 2009; Zhao & Lai,
2009; Rankin et al., 2009; Newgarden & Zheng, 2016; Reinhardt & Thorne, 2020;
Shahrokni et al., 2020; Khanmurzina, 2020). Studies carried out by Palmberg (1988),
Miller and Hegelheimer (2006), Rankin et al. (2009), Turgut and İrgin (2009),
Cornillie et al. (2010), Bakar and Nosratirad (2013), Huang and Yang (2014),
Franciosi (2017), Chen et al. (2020), and Rahman and Angraeni (2020) point to target
language knowledge development in computer games. Finally, there are findings in
several studies including those by Rankin et al. (2009), De Wilde and Eyckmans
(2017), Shahrokni et al. (2020), and Yang and Chen (2020) that computer games offer
opportunities for learners to improve their language skills.
The second theme, limitations of computer games for language learning, and
its categories, game-related issues and player-related issues, bear some parallelism and
difference with the current literature. Game-related limitations of language learning in
computer games have been pointed out in various studies. Some examples include the
inclusion of genre-specific vocabulary items instead of common vocabulary items in
some games, the suitability of certain games for only advanced level learners, grammar
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supplementary materials being less effective than vocabulary supplementary materials,
pace of speaking in some games, and unfamiliarity with specific abbreviations
(Yudintseva, 2015; Miller & Hegelheimer, 2006; Chen & Yang 2011, 2013; Kongmee
et al., 2012). The findings of the present study align completely with some of these
existing findings such as the inclusion of genre-specific and uncommon words in some
games and exposure to excessive content. But the present study also expands the
existing literature with other limitations such as the use of archaic language, which
creates problems of understanding, and time restrictions while gaming, which
sometimes restrict gamers from delving deeper into the use and production of target
language. There are also player-related issues highlighted in the literature such as
concentration problems (Kongmee et al., 2012). The present study expands these
issues with limitations such as skipping cutscenes and dialogues, not paying enough
attention to the use of language, playing the game in native language instead of target
language, not playing with people from other countries, becoming addicted to games,
not playing with people from other countries.
The study mostly aligns with existing literature under the third theme, ways of
language learning and practicing in computer games, and it expands the existing
findings by adding various other ways of how target language is practiced in computer
games. Some ways through which target language is practiced include reading
messages, reading in-game texts, reading texts provided by non-playable characters,
listening to other players audio input, listening to in-game texts, listening to non-
playable characters for listening, writing messages, and speaking with other players in
the game (Taylor, 1990; Baltra, 1990; Rankin et al., 2009). The present study expands
such findings in the literature with a variety of activities including reading subtitles,
reading game content, reading messages; listening to monologues and dialogues of in-
game characters and game content, and listening to other players giving information,
asking, responding, discussing, expressing feelings, explaining, suggesting, warning,
joking; writing messages to give information, respond, ask questions, and express
feelings; and speaking via repetition, reading-aloud, talking to in-game characters, and
talking to other players to give information, discuss strategies, express feelings,
explain moves, suggest plans, warn others, converse on off-topic issues, ask questions,
and respond to others.
The other themes of the study (opinions about the previous findings of the
study, suggestions for gamer language learners, and expectations of gamer language
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learners from computer games) were mostly specific to the present study. Therefore,
many ideas under these themes cannot be directly compared with existing literature.
However, there can still be some points of comparison. Regarding the opinions of the
participants about the study, agreement was much more common compared with
disagreements. Considering that the present findings are mostly in alignment with
existing literature, it can be stated that this theme also mostly corroborates existing
literature. When it comes to the suggestions of the participants for language learners
in terms of the improvement of language learning in gaming sessions, the categories
under the theme, (adopting a mindset of learning and having fun, optimizing gaming
habits for language learning and using external sources) are not in contrast with the
existing literature. Finally, the expectations of the participants related to the content
of the games and features of the games are also parallel with existing literature in that
computer games provide exposure to authentic content and enable meaningful
communication through various features and the expectations of the participants
mostly revolve around the improvement of such content and features.
5.5. Implications for Research
5.5.1. Implications for Research Based on Game Mode Comparison
The findings of the present study indicate that there is no significant difference
between single-player and multiplayer game modes in terms of the frequency of
learning grammar, learning vocabulary, practicing reading, and practicing listening,
but there is significant difference between the two game modes in terms of practicing
writing and practicing speaking. From an academic point of view, neither the literature
nor the present findings indicate a significant difference between single-player and
multiplayer game modes in terms of the frequency of vocabulary learning and
grammar learning, but the qualitative findings of the present study demonstrate that
learning vocabulary and grammar is associated more with the learning of new items
and structures in single-player games, and it is connected, equally if not more, to the
practicing of already-learned items and structures in multiplayer games. That’s why,
the differences between the two game modes in terms of learning vocabulary items
and learning grammar structures are worth considering at deeper levels and/or through
other means of data collection in further research studies.
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In terms of reading, the study found indications of reading being practiced more
frequently and lengthily in single-player games than multiplayer ones, but the evidence
was not enough to answer the question positively. In role-playing genre, both as part
of the questionnaire and the observation, there was a considerable difference between
the two game modes in favor of single-player game mode. In the other genres, there
were no significant differences on the questionnaire, but there were serious differences
between the two game modes, again favoring the single-player game mode. Therefore,
in order to investigate these indications more profoundly, it is worth evaluating the
differences between the two game modes in terms of practicing reading further. When
it comes to listening, role-playing genre also demonstrated a significant difference of
more frequent practice in single-player game mode compared to multiplayer, but the
findings of the observation did not support this outcome. Still, the difference between
single-player and multiplayer game modes in terms of the frequency and length of
listening practice is worth investigating further, specifically in role-playing genre.
When it comes to writing and speaking, there is a stark difference between the
two game modes, favoring the multiplayer game mode. This can be expected
considering the nature of multiplayer games which often require players to
communicate with others through written and spoken means of communication. Still,
the nature of this difference can be further investigated in research studies with
different methodologies, such as experimental studies, so that the difference can be
confirmed further and in different contexts. One interesting outcome of the study based
on productive skills is that the frequency of writing and speaking practice does not
equal to never in single-player games according to participant responses in the
questionnaire. The median response of the participants in terms of writing and
speaking practice frequency in single-player games is rarely. When the findings of the
interviews are taken into consideration, there are participant responses corroborating
this outcome such as practicing speaking via the repetition of character lines. This
point can also be worth considering and researching further as it indicates that single-
player gamers are not bereft of productive skills altogether in their gaming sessions,
but merely practice them at a less frequent level compared to multiplayer gamers.
Further research studies can be conducted specifically on how learners practice
productive skills in single-player games on their own.
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Another important direction for further research is the potential impact of the
background of the participants on their experiences of language learning in computer
games. Participants with different native la0nguages, educational backgrounds,
English proficiency levels, ages, and gaming experience might have different
experiences of language learning and practicing outcome in their gaming sessions.
Future research studies on computer games and language learning might delve into
whether background of gamer language learners have a considerable impact on the
experiences of the participants regarding language learning. In addition to these, the
purpose of language learning might be worth considering in further research studies.
The priority levels of gamer language learners over having fun, winning games, or
simply learning languages might also influence how and to what extent target language
learning takes place in computer games. These considerations are not only for game
mode comparison, but also for other focus points involved in the present study, as well.
5.5.2. Implications for Research Based on Genre Comparison
As can be inferred from the comparison of the existing findings in the literature
and the present findings, there is so much room for further research in the learning and
practicing of target language knowledge and skills in different game modes and genres.
Vocabulary learning is by far the area in which most of the research efforts has been
dedicated in computer games and language learning ever since scientific scrutiny on
computer games and language learning started. In most of the studies in literature,
vocabulary has been the core focus of papers. And in these papers, there seems to have
been a specific interest in vocabulary learning in adventure games and simulation
games although studies on vocabulary learning in all the main genres covered in the
present study are present in the literature. Adventure games demonstrated the highest
frequency of vocabulary learning based on the responses of the participants and the
median frequency response was often in this study. Therefore, the focus in the
literature and this finding is parallel. On the other hand, simulation games displayed
less vocabulary learning frequency compared to other genres and the median
frequency response in this genre was sometimes. Therefore, there is a difference
between the present findings and the literature in this regard. These two genres
received a good deal of attention, but still there are thousands more adventure and
simulation games in the market which might be investigated in terms of vocabulary
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learning. Although there are main genres of games, games from the same genre can
differ considerably. Thus, involving different games or even several games from the
same genre or different genres in further research on vocabulary learning in computer
games can provide deeper insights into the issue. Other genres with less attention in
the literature such as action games and strategy games should be investigated more
with regard to vocabulary learning, because these genres indicate almost as frequent
vocabulary learning as the adventure genre.
Further research studies can also cover learning grammar, which has received
far less attention than vocabulary learning. According to the findings of the present
study, grammar learning does not have as much frequency as vocabulary learning,
which also seems to be the case in the literature based on the number of studies
reporting findings about vocabulary learning and grammar learning. However, both
the present study and other studies in literature report that there is grammar learning
in computer games with different genres, although it may not be at the same level as
vocabulary learning. The nature of this learning process can be investigated in further
research studies which may include various games from different genres. In addition,
an interesting point of inquiry could be to delve deeper into the reasons why grammar
learning is regarded as less effective in computer games by gamers compared to
vocabulary learning and how this outcome can be remedied via potential interferences
to gaming sessions.
Regarding reading, there are several findings indicating positive outcomes in
role-playing games, which is the genre most focused on in terms of reading
development. Adventure and simulation also received considerable attention from the
researchers regarding reading development. However, action and adventure genres
demonstrated more reading practice compared to simulation games in the present
study. Therefore, there needs to be more focus on these genres in terms of reading
development. Similar studies as the ones conducted on role-playing, adventure, and
simulation games can be carried out by taking action games and strategy games as
their focus. Additional studies can also be implemented via different research
methodologies, or by focusing on a number of games from different genres, which
might enable researchers to make comparisons, in addition to finding out individual
outcomes related to the genres. In terms of listening, the interesting outcome was that
the action genre, which is the genre with the most notable listening practice outcome,
did not receive as much attention as the genres of adventure, role-playing, and
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simulation genres in the literature. There should be more studies on action games in
terms of its effects on listening practice and improvement. Studies similar to the ones
carried out on the other genres can be conducted by taking action games as their focus,
as well. Strategy genre, despite not being as effective as the action genre based on the
findings of the present study, shows promising outcomes in terms of listening
development, and it should be investigated further in terms of listening practice.
Writing is one of the areas on which findings are less prevalent compared to
other target language skills. In addition, several reports of writing practice and
improvement in computer games cover the use of computer games through follow-up
writing activities, instead of writing practice that takes place during the gaming session
itself. Therefore, there is a crucial need for further studies on writing activities that
take place in computer games. What is even more important is to understand why there
is less practice of writing skill in computer games compared to other language skills.
Further research studies can delve into why writing is the least practiced language skill
and how this skill can be integrated into the gaming sessions of language learners.
There are some reports on writing practice in or related to adventure games, strategy
games, and simulation games. However, no specific focus on writing was observed in
the literature on action games and role-playing games within the scope of the literature
review. Therefore, studies investigating these two genres in terms of writing practice
can also be conducted. Alternatively, studies that cover multiple genres can be carried
out to be able to compare the genres with regard to writing practice. When it comes to
speaking, there is an urgent need to explore speaking practice in action games in
further and deeper research studies. The present study found out that action genre is
the genre where speaking is practiced the most. However, no studies put a specific
emphasis on speaking practice in action games. Genres with less speaking practice,
such as role-playing and simulation, have been subject to a number of research studies
in terms of speaking development in computer games. Considering the positive
outcomes in these research studies, even better outcomes might be achieved in terms
of speaking development in action games in further research studies.
One more area for potential research could be virtual reality games. Although
these games are not regarded as a separate genre and they are under different main
genres of computer games, they provide a unique experience with potentially increased
levels of reality and involvement, these games might also be worth investigating with
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regard to their language learning outcome. Whether an increased feeling of reality
would contribute to exposure to target language or the use of language it or limit it
could be a topic for investigation.
5.5.3. Implications for Research Based on Target Language Knowledge
and Skills Comparison
Further studies comparing the genres within themselves with regard to which
target language knowledge and skill types are learned or practiced more compared to
others can be conducted to delve deeper into computer games and language learning.
Although most genres had similar outcomes in this regard, there can be notable
differences as in the case of the action genre. This issue can be investigated further via
experimental studies to understand which knowledge and skill types are improved
more as a result of gaming sessions, or a number of gaming sessions from specific
genres can be observed for extended durations to find out more about the opportunities
and areas of development within each genre. In addition, questionnaires that are
specifically designed to investigate a certain genre can be implemented to find out
about the opinions of learners in terms of language learning in that genre at a more
profound level.
Subgenres can also influence which areas of language are practiced and
improved more compared to others in computer games, and that is why they can also
be subject to scientific inquiry in further research studies. For example, some strategy
games are turn-based, while some others real-time. These differences may affect the
amount of time players can be exposed to language content or the amount of time
players can use to create language output while playing these games. Another example
can be related to simulation games. Whereas life simulation games can expose learners
to daily language content, in vehicle simulation games, learners are often exposed to
specific use of language. It can be stated that just like main genres can have a
significant influence on language learning in computer games, subgenres might have
a considerable influence in language learning within genres. In further research studies
with similar or different designs, the effects of subgenres can be investigated, as well.
Areas that are encountered and practiced more and areas that are encountered
and practiced less can also be a point of inquiry in further studies. For example,
listening improvement in action games can be focused solely and at a deeper level in
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further research studies investigating the issue considering the higher levels of practice
found in the present study just like writing, which demonstrated lower levels of
practice in most genres, specifically in the action genre, can be primed in further
studies to find out why it gets less practice compared to other skills within this genre
and how to make its practice more effective in further studies. Similar to this, higher
levels of reading practice in adventure and role-playing games can be the central
subject of further research studies, which might delve deeper into the subskills of the
reading skill and investigate which areas of reading are practiced and improved the
most in such games. These examples can be generalized to other knowledge and skill
types, as well.
5.5.4. Implications for Research Based on Activities of Target Language
Learning and Practicing
Regarding academic implications, it can be stated that there is some
considerable parallelism between the findings of the present study and the literature,
but there are so many differences, as well. However, these differences are not mostly
in the form of contrasts, but in the form of expanding on existing findings with the
addition of other activities of language learning and practicing in computer games. The
main reason for this outcome might be put as the inclusion of different game modes
and game genres in the present study, including those that are usually underresearched,
as opposed to most other studies in the literature, which focus on a single game mode
and single genre typically through a single game. The similarities among research
studies through so many decades corroborate the existing research studies and show
that computer games and language learning have a solid background of literature. The
differences among the research studies, including this one, are definitely not
negligible, and indicate that there is still a need for investigations in lots of different
areas in computer games and language learning for deeper levels of understanding.
One of the most important outcomes of the observations in the present study is
the difference between single-player and multiplayer game modes in terms of the ways
through which language is practiced. Whereas practicing of language skills in single-
player games is typically higher in duration and shorter in frequency, the practicing of
language skills is usually shorter in duration and higher in frequency in multiplayer
games. A lower number of practice frequency in single-player games and higher
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numbers of practice frequency in multiplayer games inevitably creates a difference
between the two game modes in terms of the variability of practicing activities. In
single-player games, the types of practice are less varied but longer in duration. In
contrast, in multiplayer games the types are practice are more varied but shorter in
duration. Another notable finding is that receptive skills are practiced for longer
durations in single-player games while productive skills are practiced more in
multiplayer games. These findings hold key information in understanding the findings
of existing research on computer games and language learning. For example, studies
focusing on single-player games are more oriented towards vocabulary learning and
the practicing of receptive skills compared to studies on multiplayer games. The
productive activities involved in them are usually game-related instead of being game-
based. On the other hand, multiplayer games are more oriented towards written and
oral communication in addition to investigations of vocabulary learning. Examining
the differences between the two game modes is worthwhile as this can uncover further
variations between these in terms of language learning outcomes and types of language
practicing involved.
One other noteworthy outcome of the observation was the considerably lower
levels of language skills practice in simulation genre compared to others. In terms of
reading, listening, and speaking, the simulation genre had lower practice frequency
and shorter practice duration compared to other genres. It was only similar to other
genres in writing, but only because writing was the skill that was almost never
practiced across all the genres involved. The outcome is striking especially considering
the attention simulation genre has received from researchers over the years and the
promising language learning outcomes that have been uncovered with the use of
simulation games. It can be thought based on the findings of the present study that
even better outcomes of language learning and practicing can be potentially uncovered
in some other genres, such as action, role-playing, and strategy, which have received
less research attention in the field. Therefore, two notable areas of further research can
be identified here. The first one is why simulation genre demonstrate language skill
practice for shorter durations and lower frequency compared to other genres in reading,
listening, and speaking. The second one is investigating the language skills practice in
relatively underresearched genres like action, role-playing, and strategy to find deeper
information about opportunities for language learning and types of language practicing
involved in these games.
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5.5.5. Implications for Research Based on the Opinions of Gamers on
Computer Games and Language Learning
From an academic point of view, it can be stated that most of the interview
findings in the study are in alignment with existing literature, with a number of
expansions on previously uncovered aspects of computer games and language learning
and certain aspects that have been in the present study. First of all, considering the
points that are in alignment in the present study and in the existing literature, it can be
suggested that many areas of improvement have been corroborated in the literature on
computer games and language learning throughout the years, including the present
study. The fact that various studies from distinct backgrounds have pointed out similar
opportunities and limitations of computer games and language learning in the past 40
years solidifies the importance of game-based language learning and encourages
further research studies to find out more about language learning in computer games.
However, there have also been critical differences across the studies that have been
conducted on this issue, and these are also worth considering and investigating further
just like the areas of consensus.
When the literature is taken into consideration, it can be said that there are more
findings related to the opportunities provided by computer games for language
learning than the limitations involved in the process. Whereas computer games offer
valuable advantages for gamers to be exposed to authentic content and be involved in
meaningful communication activities, these advantages can be degraded severely due
to the limitations of games in certain areas of language learning or personal habits of
gamers, as found out in the present study. On the contrary, choosing the right mode
and genre for personal target language needs and developing beneficial habits of
language learning in gaming sessions can considerably enhance the language learning
outcome in gaming sessions. Further research studies can delve deeper into the
limitations of computer games regarding the limitations of games for language
learning, habits of gamers that inhibit the efficiency of language learning and identify
other potential issues that restrict language learning outcome during gaming. In
addition, further research studies can also investigate how to minimize these potential
limitations and maximize the language learning outcome based on the suggestions of
gamer learners of English, as well.
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Another area of investigation can be how target language is learned and
practiced in computer games. There has been a number of findings on how learners
learn target language knowledge and practice target language skills in computer
games. The present study has also identified similar and different ways of language
learning and practicing in computer games. Yet since each study has a different scope,
distinct ways of language learning and practicing are identified with each new study,
and this has been the case for years. Therefore, future research studies can be carried
out to find out how learners learn target language knowledge and practice target
language skills in different games. It has been identified in the present study that some
genres such as adventure and simulation has received more attention than some others
like action and strategy. Thus, future studies can focus on genres that have been
underresearched compared to others to reveal how language learning and practicing
takes place in these games at a deeper level via tools such as observations, interviews,
and diaries.
Suggestions of experienced gamer learners of English are of great importance
in improving the outcome of computer games and language learning. When the
literature is taken into account, it can be seen that there is more information about the
experiences of the participants in games and their opinions about the effectiveness of
the process compared to their suggestions on how to make gaming sessions more
efficient for language learning. Experienced gamer learners can provide insights into
the advantages and disadvantages of learning English in computer games from
different perspectives with their recommendations for less experienced gamers and
language learners. The present study provided several suggestions of gamer learners
of English mainly related to using games for both fun and learning, improving gaming
habits for maximized language learning outcome, and utilizing external tools that can
facilitate language learning during gaming sessions. The recommendations of gamers
can be further investigated in future research studies with additional data collection
tools such as focus groups and open-ended questionnaires along with interviews.
Collecting qualitative data from more gamer learners of English might create a set of
recommendations that has more detail and variety.
A final area of further research is related to the expectations of learners from
computer games. This issue is quite underresearched as there is little information about
what typical gamer learners of English expect from computer games for efficient
language learning outcome along with having fun. The present study provided insights
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into this issue by specifying certain expectations of learners from games related to
existing or potential features and content of games that can enhance the language
learning experience of gamers in gaming sessions. These expectations can be evaluated
further in future research studies by integrating more participants and additional data
collection tools.
Computer games and language learning, and more specifically, language
learning in different computer game modes and genres can be integrated into computer
assisted language learning specialist preparation programs, such as the one suggested
by Savaş (2018), to help learners benefit from computer games with regard to language
learning more effectively. Further research studies can be conducted to investigate
potential ways through which the data from computer games and language learning in
the literature, and the data from the present study regarding learning English in
different computer games and genres can be integrated into computer assisted
language learning specialist preparation.
5.6. Implications for Practice
5.6.1. Implications on Game Mode Comparison for Practice
From a practical point of view, the results also provide valuable insights into
how computer games can be best utilized for the learning of target language knowledge
and practicing of language skills. According to the findings of the present study, not
only the players of single-player games but also the players of multiplayer games
report vocabulary learning and grammar learning outcomes. But they differ in terms
of the focus of this learning process. Whereas single-player gamers focus more on the
acquisition of target language vocabulary items and grammar structures, multiplayer
gamers focus more on the production of target language vocabulary items and
structures. Therefore, gamer learners of English that have a good knowledge of target
language vocabulary and grammar but struggle at the production of these can be
guided to play multiplayer games where they can find opportunities for using the
previously-learned items and structures, whereas those that are in need of acquiring
new words and grammar structures can be advised to play single-player games with
rich content. Studies show us that most of the students from all over the world are
already gamers and they can be expected to know the basic differences between these
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game modes. By being instructed on academic findings related to the differences
between these two game modes and how to make the best use of single-player and
multiplayer games depending on their needs, they can individually achieve a
considerable language learning outcome from games. In addition, parents, teachers,
and other educational stakeholders who have at least basic information about the
differences between these two game modes can provide additional guidance to
students, which can increase language learning outcome in an activity on which
countless hours are already spent with enjoyment.
Similar implications can also be drawn for reading and listening, and writing
and speaking. The findings provide implications which point to higher probability of
practicing reading and listening in single-player games and higher probability of
practicing writing and speaking in multiplayer games. Students who are better at
receptive skills can be guided to play multiplayer games where they would have a
higher chance of practicing their writing and speaking skills by communicating with
other players, and students who are need of practicing their reading and listening in
meaningful and enriched contexts can be directed towards single-player games where
there is exposure to written and spoken content so that they can improve their receptive
skills. A number of gamer learners of English seem to be aware of these benefits but
there are many more who could be informed and instructed further to get better benefits
from their gaming sessions. There can also be implications of the findings for gaming
companies. The findings indicate that there is more probability for the practicing of
receptive skills in single-player games and more probability for the practicing of
productive skills in multiplayer games. This inevitably has an impact on the
engagement of gamers with the games, as well. Gaming companies can produce more
output-oriented content for single-player games, and more input-oriented content for
multiplayer games in an effort to increase the engagement of the players with their
games via increasing the exposure to language and production of language.
5.6.2. Implications on Genre Comparison for Practice
Practically, the findings of the study can provide valuable implications for
language learning in computer games. The first notable outcome under the comparison
of the genres was the significant differences in vocabulary learning, grammar learning,
and reading practice due mainly to relatively lower frequency of learning and
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practicing in the simulation genre, and the higher frequency in the other genres
compared to that. Therefore, based on the findings of the present study, gamer learners
of English can be expected to learn fewer vocabulary items and grammar structures,
and practice reading in shorter durations in simulation games compared to other
genres. From this perspective, learners of English who play simulation games can be
informed about this relative disadvantage, and they can be guided to implement further
activities in their gameplays which might increase the learning of vocabulary learning,
grammar learning, and reading practice. One suggestion might be to focus on learning
casual vocabulary items which can be expected to be encountered more in daily life
compared to technical terms which are often prevalent as the target vocabulary items
encountered in simulation games. Another one can be to either try simulation games
with more complicated language content which may increase the learning of grammar
structures and in-game reading activities. The learners, if they have any interest, can
also be guided to try out games with other genres, in which opportunities for learning
vocabulary items, learning grammar structures, and practicing reading are higher.
Role-play games, which demonstrated the highest reading practice outcome in both
the results of the questionnaire and the interview might be a good suggestion for such
learners.
Another important outcome in the comparison of the genres was the higher
levels of practice frequency and duration in action games in terms of listening and
speaking. Based on this finding, gamer learners of English who are in need of
improvement in their listening and speaking skills can be suggested to try action
games, where opportunities for practicing these skills are plentiful. For listening, both
single-player action games and multiplayer action games are fruitful in terms of
opportunities for practice. The main difference is the higher duration and lower
frequency of input in single-player action games and lower-duration and higher
frequency of input in multiplayer action games. Therefore, students can be guided
accordingly based on which of these they need to practice more. When it comes to
speaking, multiplayer games are more appropriate in terms of maximizing the spoken
output. The fast-paced and cooperation-oriented nature of these games can provide
valuable opportunities for learners to practice their speaking skills.
The final notable outcome in the comparison of the genres was the significant
difference in writing in the questionnaire due mainly to relatively higher levels of
practice in strategy games and relatively lower levels of practice in simulation games.
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However, it should be noted that this outcome was not backed in the observation.
Whichever outcome is taken as the basis, the practicing of writing has the lowest
frequency and duration in computer games compared to other skills. Therefore,
whatever genre they might be spending their gaming hours on, gamer learners of
English must be aware that they have quite few chances to practice their writing skill
in their regular gaming sessions. One solution might be to put a conscious effort to
practice writing with others via chat messages in games where this is a possibility.
Another can be to integrate gaming sessions with post-game writing activities such as
reports or papers as was the case in many studies in literature. However, the fact that
writing is often practicable in multiplayer games and multiplayer games are often
competitive in nature might decrease the chances of success in this regard. Therefore,
there can be some implications for gaming companies here. By integrating more
effective writing-based communication systems in their games, companies can enable
players to use chat systems more and therefore practice their writing skills more
frequently with higher durations.
In addition to player-oriented implications, there can be implications for
gaming companies, as well. One of the most important outcomes of the present point
of inquiry was lower levels of learning and practicing of almost any type of target
language knowledge and skills in simulation games. Present findings indicate that
there are lower levels of learning vocabulary and grammar, and lower levels of
practicing reading, listening, writing, and speaking in simulation games. Simulation
game companies can take this outcome into account and come up with games with
more effective vocabulary and grammar input, and more opportunities for the
practicing of target language skills. This would not only give players higher chances
of target language development, but also it would enhance the gaming experience by
developing more language-connection with it. More meaningful content would
inevitably lead to better engagement with the game, which in turn would increase the
effectiveness of the game both in terms of enjoyment and benefits. Other outcomes
highlight certain strong sides of games. For example, adventure and role-playing
genres demonstrate higher levels of reading frequency and action genre shows higher
levels of listening and speaking frequency. Gaming companies producing games with
these specific genres can dwell on these advantages, focus on these and increase the
effectiveness even more, and therefore they can come up with games that are
increasingly effective in providing gamers with better exposure to and production of
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target language, which could eventually enhance the experience of gamers both in
terms of having fun and learning outcome.
Formative assessment in language classes and self-assessment of the students
regarding their language learning progress might be key factors for the level of
effectiveness in computer games and language learning. In classes where there is a
predominant interest in computer games, the formative assessment of students can be
integrated with feedback on the use of computer games for language learning to
include guidance on playing games that can contribute to what specific students might
be lacking in certain areas of the language. Similarly, students can be supported with
regard to self-assessment and direct their preference of computer games in accordance
with genres in which they can increase their chances of learning and practicing the
target language knowledge and skill types that they need more compared to others.
These points are not only valid for genre comparison, but also for other focus areas of
the present study.
5.6.3. Implications on Target Language Knowledge and Skills
Comparison for Practice
From a practical perspective, the comparison of the learning and practicing of
target language knowledge and skills within each genre can provide valuable
suggestions for improvement of language learning in computer games. Based on the
findings, it can be stated that a typical gamer playing a game from any genre can be
expected to learn more vocabulary items than grammar structures, and do more reading
and listening than writing and speaking in their typical gaming sessions. Gamer
learners of English can be informed about these findings to adjust their expectations
from computer games with regard to language learning and what benefits they
typically receive more compared to others in their gaming sessions. The findings of
the study informs us that vocabulary learning is more frequent in games than grammar
learning in typical gaming sessions. Therefore, learners need to put some conscious
effort into their gaming sessions if they would like to learn grammar structures as
frequently as learning vocabulary items. One reason might be that players may not
need to understand grammar structures completely to comprehend game content or
player input in games and they may ignore learning of structures as long as they can
somewhat understand the messages provided for them. A suggestion here to gamers
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might be to try to dwell on and understand unknown grammar structures completely
by putting a conscious effort into it without affecting the flow of the gaming session.
The findings indicate that reading and listening are practiced frequently in
typical gaming sessions regardless of the game mode or genre. Therefore, learners can
expect to have considerable practice of their reading and listening skills by playing a
variety of computer games from different genres. One important point here is the focus
on the listening skill in the action genre. In contrast with the other genres, the practice
of listening in action genre had the highest level of frequency and length in action
genre and this level was at a significantly higher level compared to other target
language knowledge and skill types. Therefore, gamer learners of English who are
need of further practice and improvement in listening can be guided to play action
games with rich in-game and player-generated audio content to have higher chances
of increasing their listening performance.
The productive skills, on the other hand, are practiced significantly less than
the receptive skills. To start with, writing is the skill with least amount of practice as
noted in earlier comparisons. Gamer learners cannot expect to improve their writing
performance as much as other skills in their typical gaming sessions in any genre.
Additional emphasis and effort to this skill is a must if players want to improve their
writing skills while gaming. Although there are more opportunities for speaking
practice in games from different genres compared to writing, speaking is also practiced
at a lower level compared to the receptive skills. The main determining factor here is
of course the game mode. However, game mode is not a factor that can prevent the
practicing of writing or speaking skills completely, as the qualitative findings
demonstrate. Learners can find many different ways to practice their writing and
speaking skills in single-player games just like in multiplayer games. Therefore,
providing suggestions to learners so that writing and speaking practice, especially in
single-player games can be the key to increasing overall writing and speaking practice
in computer games with different genres.
The repetitive outcome of higher levels of vocabulary learning, and reading
and listening practice, and lower levels of grammar learning, and writing and speaking
practice in various genres should also be noted by gaming companies. The exposure
to target language vocabulary, reading, and listening have been found to be beneficial
not only in the present study but also in various studies that have been conducted so
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far. The experience of benefiting from an activity that is regarded as fun would only
increase the likelihood of doing that activity further in the future. Therefore, higher
levels of exposure to vocabulary, reading, and listening probably increases the
likelihood of gamers to keep playing these games with the aim of learning and having
fun. Although chances seem lower compared to the other knowledge and skill types,
exposure to target language grammar and opportunities for practicing writing and
speaking could also increase the probability of learning and having fun in computer
games. If there were more chances of learning and practicing these target language
knowledge and skill types, it can be said that playing hours and learning amount can
also increase further. As a result, gaming companies can come up with games that
draw more attention to target language grammar structures and provide more
meaningful opportunities for communication via writing and speaking to have access
to more players that are likely to play the game for longer periods of time with
enjoyment and sense of learning.
5.6.4. Implications on Activities of Language Learning and Practicing for
Practice
The findings of the observation can provide valuable practical implications, as
well. To start with, there is a clear difference between frequency count and the length
of reading practice between single-player games and multiplayer games in the
observation, in favor of single-player games in all genres excluding simulation games.
In simulation games, the outcome is also in favor of single-player games, but the
outcome is not as considerable as in the other genres. Based on the findings, gamer
EFL learners can be expected to be involved in activities of reading that are more
frequent and that are longer in duration in single-player games compared to
multiplayer games. As a result, students in need of reading practice can be guided to
play single-player games to be able to read not only lengthy in-game content in
sophisticated storylines, but also dialogues with several exchanges between characters.
On the other hand, gamer learners of English that focus their gaming sessions on
multiplayer games can be made aware that it is not as likely for them to be involved in
lengthy and frequent target language reading through reading in-game content and
dialogues as single-player gamers. This may help eliminate unrealistic expectations
from computer games in terms of target language reading benefits. Similar
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implications can also be drawn for simulation genre. Based on the findings of the
present study, a typical simulation gaming session does not include considerable levels
of reading practice, regardless of game-mode differences. Therefore, learners who play
these games should also be aware that it is not as likely for them to be exposed to target
language reading texts through in-game content and dialogues as the players of other
genres.
Compared to other skills, listening is the most frequently and lengthily
practiced language skill based on the outcome of the observations regardless of game
mode and game genre. Gamer EFL learners can be expected to practice listening via
listening to monologues and dialogues of characters, and in-game content where
players are introduced to the storyline in single-player games, and by listening to other
players in voice communication providing information, responding to questions,
discussing plans and strategies, expressing feelings, explaining various situations,
suggesting moves, warning against enemy actions, joking about in-game and casual
topics and other actions. A gaming English learner can be expected to practice listening
via various acts of listening in various game modes and genres. The only game type in
which considerable levels of listening practice was not observed was the single-player
simulation game. Aside from this game mode and genre, diverse and lengthy listening
practice was observed in all the other game mode and genre combinations. Therefore,
learners interested in gaming and in need of listening practice and improvement can
be guided to play almost any game in the market to be exposed to target language
listening.
Writing, on the other hand, was the least frequently and lengthily practiced
language skill based on the observation. Rare instances of writing involved practicing
by giving information, responding, asking, and expressing feelings through chat
messages. The observation findings, along with the findings of the questionnaire,
demonstrated that a gaming English learner cannot expect to practice writing at
considerable levels in a typical gaming session. Therefore, gamer learners of English
should be aware that they cannot expect to improve their writing considerably via
average gaming activities. Gamer learners of English who are in need of writing
practice may be guided to play games where communication is required but available
only by writing messages instead of a voice-chat system. This would inevitably
increase the amount of writing practice even though it is not possible to find out
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whether it would be at considerable levels without conducting further research studies.
One other alternative might be to be involved in game-related writing activities
following gaming sessions in addition to game-based writing. For example, there are
various discussion hubs based on computer games where players have the opportunity
to discuss game-related issues. Gamers can be a part of these discussion hubs to ask
questions, share experiences, and respond to other players posts by writing.
When it comes to speaking, there were more expected and less expected
findings. Expectedly, multiplayer games showed more frequent speaking practice
compared to single-player games since players often need to communicative with one
another by discussing strategies, explaining situations, suggesting moves, warning
against potential moves, asking questions, responding to questions and so on. In
addition to these, they also have casual conversations by joking, expressing feelings,
and talking about non-game-related issues etc. Therefore, a gamer English learner
playing multiplayer games can be expected to practice speaking in a typical gaming
session. The only genre in which speaking practice was not observed at a considerable
level was simulation genre. Apart from this genre, all the other multiplayer games from
different genres involved frequent and lengthy speaking practice. A more unexpected
finding was that speaking was not simply non-existent in single-player games. In some
single-player games, such as in adventure and role-playing games, several instances
speaking practice was observed. These involved players repeating voice lines, reading
options of responding to characters aloud, and talking to in-game characters. Thus, it
can be stated that single-player gamers can also be expected to practice speaking in
their gaming sessions. Such activities can be extended and improved to make single-
player games more enhanced in terms of speaking practice. Single-player gamer
English learners can be suggested to repeat voice lines and talk to in-game characters
as they would in real life as much as possible to make gaming sessions more beneficial
in terms of speaking practice.
5.6.5. Implications on the Opinions of Gamers on Computer Games and
Language Learning for Practice
The first theme of the study encompasses the advantages provided by computer
games. Participant responses demonstrate several advantages provided by computer
games for language learning including exposure to authentic content, opportunities for
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meaningful communication, learning of grammar and vocabulary, and practicing of
reading, listening, writing, and speaking skills. Since these outcomes were mostly in
alignment with the other data sources of the study and the existing literature, it can be
stated that such opportunities can be available for any gamer learning languages.
However, findings of the study also indicate that the availability of these advantages
can be affected considerably by the genre and mode of games that are played.
Therefore, it could be an advantage for gamers to be aware of the differences across
game modes and genres for the advantages they provide for language learning. For
example, a gamer playing single-player games can be expected to be exposed to more
authentic content compared to multiplayer games. On the other hand, it is more likely
for a gamer playing multiplayer games to be involved in meaningful communication
activities compared to a gamer playing single-player games. The findings also indicate
that genres are influential on which skills are practiced more in gaming sessions. For
example, the findings indicate that reading is practiced more in role-playing games,
and listening and speaking is practiced more in action games. Being aware of these
differences across game modes and genres can enhance the effectiveness of language
learning in computer games for gamer learners of English.
Just like being aware of the opportunities for language learning and practicing,
understanding the challenges of language learning in computer games can also lead to
considerable practical benefits for language learners. The findings of the study indicate
that game-related issues such as excessive content, exposure to uncommon words, and
lack of opportunities to use certain skills while gaming, and player-related issues like
ignoring the content of the game, skipping dialogues and cutscenes, not playing the
game in the target language, and not communicating with other players can restrict the
effectiveness of language learning in computer games. Gamer learners of English
should be aware that such game-related and player-related problems can have an
important impact on the outcome of language learning in gaming sessions and avoiding
such problems can increase the language learning benefits of computer games
substantially.
Another area for practical implications for gamer learners is related to the
recommendations of gamer learners of English for optimum language learning in
computer games. The recommendations were categorized under three main points.
These are adopting a mindset of learning and having fun, optimizing gaming habits
for language learning and using external sources. Gamer learners can increase the
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effectiveness of their language learning experience in their gaming sessions by
following these recommendations provided by the participants of the present study,
who have experience in various game modes and genres. Adopting a mindset of
learning and having fun is one of the most important ideas uncovered in the study.
Gaming is regarded as a useful language learning tool by the participants, not just
because it provides various opportunities for the learning and practicing of target
language knowledge skills, but also because it is a fun activity on which several hours
are spent every week. In addition, optimizing gaming habits by adopting or
maintaining habits such as playing the game in the target language to increase the
exposure to target language content and playing on international servers instead of
regional ones to maximize the opportunities for language use, and using external
sources book and movie adaptations of games, streams as additional game-related
additional sources to enhance language learning outcome contributes to the language
learning process in computer games.
Expectations of gamer learners from computer games in terms of language
learning can provide valuable implications for game companies. The first expectations
of gamers were related to the features of the games. Some of these expectations were
related to features that are already present in many games but not present in some
others. These included being able to use different languages in the interface of the
game, being able to talk to other players via a microphone, the presence of subtitles
for speech input, having a simple design, and the inclusion of other additional elements
in games that are already present in many games. Some other expectations were related
to some potential features not in active use in the gaming market, such as having an
integrated pop-up dictionary and offering an interactive translation system. Gamers
also had content related expectations from games. These involved being rich in reading
texts, having rich listening activities, presenting an intriguing and sophisticated
storyline, being exposed to a number of words, incorporating riddles and puzzles,
being presented with choices to select from, and not inhibiting entertainment with too
much focus on learning. Gaming companies can consider these expectations of
learners since meeting these expectations could enable them to have access to more
non-native English-speaking gamers, which comprise the overwhelming majority of
gamers from all over the world with increased satisfaction from gaming both in terms
of entertainment and learning outcome.
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5.7. Limitations and Suggestions for Further Research
5.7.1. Limitations and Suggestions for Further Research Related to
Game Mode Comparison
The study is subject to certain limitations in terms of the comparison between
single-player and multiplayer game modes in the learning and practicing of target
language knowledge and skills. First of all, the comparisons were made mainly based
on the opinions of participants stated through the questionnaire, interpreted further via
the activities of language use by streamers in gaming sessions uncovered in the
observations and some participant opinions expressed in the interview. Although there
is mostly corroboration among the findings gathered these means of data collection,
there were also notable differences, and these differences require further investigation.
Additional means of data collection, such as an experimental design with a pre-test
and a post-test implementation can be employed to gather deeper insights into the
comparison of the two game modes.
Another limitation of the study is related to the participants involved in the
questionnaire. The participants of the present study were regular gamers with gaming
experience across both game modes and all game genres. The single-player and
multiplayer mode comparisons were made by grouping the participants based on their
preferred game mode. Although this uncovers the main differences between the
experiences of those who prefer the single-player game mode and those who prefer the
multiplayer game mode, the opinions of the participants may involve their experience
with the game mode they prefer less, in addition to the game mode they mainly prefer.
That is why further research studies can dwell upon the differences between single-
player and multiplayer game modes by comparing the experiences of gamers who only
play single-player games or who only play multiplayer games. An additional point
here is the number of participants within each genre in terms of the number of
participants who preferred single-player or multiplayer game mode. There were
differences in the game-mode preferences of the participants based on the genres. For
example, participants preferring single-player game mode in role-playing games could
prefer to play multiplayer games in strategy genre. Therefore, there were differences
between the number of participants preferring the single-player and multiplayer game
modes within each genre. This inevitably led to a mode-based comparison of
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participants with different numbers within different genres. Further research studies
focusing on single-genres with the inclusion of equal number of participants playing
solely a specific game mode or preferring a specific game mode can be carried out to
have chance of achieving more meaningful statistical outcomes.
5.7.2. Limitations and Suggestions for Further Research Related to
Genre Comparison
The comparison of genres with regard to the learning and practicing of target
language knowledge and skills had some limitations. To start with, the comparisons
were mainly made via the questionnaire and the observation, along with certain
implications drawn from the interview. Similar to game-mode comparisons, the data
collection tools mostly had parallel findings with specific differences. The findings of
the interview were useful, especially in terms of understanding the differences between
the questionnaire and the interview. Further data collection tools, such as a pre-test
post-test designs in the form of proficiency tests that are applied prior to and following
gaming sessions to find out about language learning outcomes, participant diaries
where participants might report their own language learning and practicing
experiences, streams or game replays of players that enable researchers to have an
understanding of what kind of language learning and practicing activities take place in
gaming sessions might be employed to gain a more profound understanding of the
differences among genres in terms of target language learning and practicing.
Among the differences, probably the most important one was the lack of any
overt situation of vocabulary learning or grammar learning in observations. This
situation might be related to potentially higher levels of English proficiency of the
streamers playing and streaming games in English despite being from non-native
backgrounds. Another possibility might be that they cannot stop and look up any
possible unknown words or structures while streaming and instead they keep on with
their overall understanding of the target context and express what they would like to
with the vocabulary and grammar knowledge that they possess even though it may not
correspond to total understanding of a given text or speech, or an exact transfer of what
they would like to express via writing or speaking. Potential reasons for this outcome
are worth investigating in further research studies. One way to overcome such a
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limitation might be to request records of gaming sessions by participants, but in such
a case, authenticity of target language learning and practicing might be a crucial issue.
5.7.3. Limitations and Suggestions for Further Research Related to
Target Language Knowledge and Skills Comparison
Similar to other points of inquiry, genre-based comparison of target language
knowledge and skills was also subject to certain limitations. The main findings related
to these comparisons came from the outcome of the questionnaire along with specific
implications from the observation and the interview. The three means of data were
mostly in alignment with one another along with some differences. The findings in
each genre was also mostly in line with the other ones. Still, additional means of data
collection can be implemented to find out what types of target language knowledge is
learned and what types of target language skills are practiced more frequently and
lengthily in certain computer game genres. A substantial number of the findings are
based on participant opinions collected through the questionnaire and the interview.
Additional means of data collection that can provide information about genre-based
comparisons of target language learning and practicing can be implemented along with
the observation to achieve more meaningful outcomes. One example might be to
conduct short-term or long-term experimental designs with proficiency tests. Applying
pre-tests and asking participants to be involved in gaming sessions in different genres
and then implementing a post-test to find out whether there were significant
improvements in learning and practicing different target language knowledge and
skills might enable researchers to make further comparisons of which language
knowledge and skill types are learned and practiced more in gaming sessions. Another
example could be to calculate the potential for learning and practicing through the
content and the opportunities for communication provided by computer games to
players. Although this might not enable researchers to achieve a guaranteed outcome
of practicing language skills, it may help find out the opportunities for language
practice in an optimum gaming session. Achieving such an optimum gaming session
can be investigated further by collecting data from various stakeholders from computer
assisted language learning researchers to gamer learners of English.
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5.7.4. Limitations and Suggestions for Further Research Related to
Activities of Target Language Learning and Practicing
Just like other points of inquiry in the study, the identification of how gamers
learn and practice target language knowledge and skills is also subject to some
limitations. The findings related to this investigation came mainly from the game
stream observations along with some implications from the questionnaire and the
interview. The observations involved the stream observation of the most commonly
played games according to the reports of the participants, involving one game from
each game mode and genre within the scope of the present study. Many games that are
played by a number of participants couldn’t be involved in the observation scope of
the study. The number of studies that are covered in the observation could be increased
in order to get more diverse and profound data on the ways of language learning and
practicing in computer games. One way to do that could be to simply include other
games that are played commonly by a number of participants. Another way to do it
could be to divide the genres into subgenres and include the most commonly played
games from each subgenre within the scope of the study. This could give a more varied
outcome related to each genre since subgenres might also have an impact on how target
language is learned and practiced in computer games just like game modes and genres
do.
One other limitation of the observations was the inclusion of game streams not
directed towards language learning. Whereas this enabled an authentic evaluation of
gaming sessions on what kind of language learning and practicing activities take place
in typical gaming sessions, it also led to the inability of observing certain language
learning outcomes. For example, no direct instance of vocabulary or grammar learning
was noted as part of the observations. This might have resulted from the inability of
the streamers to stop their gaming sessions to look up unknown vocabulary items or
grammar structures in the process of streaming or while playing multiplayer games.
Another possible reason could be potentially high proficiency levels of the streamers
since streaming a game with English interface in which you might also be expected to
communicate in English requires a certain level of English proficiency. The streamers
might have dealt with unknown vocabulary items and grammar structures by relying
on their existing knowledge in English in order not to hinder the flow of their streams.
Whatever the reasons are, game streams or game replays from participants with
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different English proficiency backgrounds could be investigated in further research
studies to achieve a more diverse dataset on how non-native English speakers learn
and practice target language knowledge and skills in computer games with different
game modes and genres.
5.7.5. Limitations and Suggestions for Further Research Related to
Opinions of Gamers on Computer Games and Language Learning
Similar to other areas of investigation, the opinions of gamer learners of
English on computer games and language learning had some limitations, as well. To
start with, the scrutiny of the opinions of gamers covered the ideas of 10 participants,
focusing on single-player or multiplayer game mode and one of the main genres
involved in the study. This enabled the study to delve into the opinions of the
participants by not ignoring any of the game modes and genres involved. However,
genres themselves are divided into various subgenres and these subgenres have several
different characteristics just like similar ones. For example, strategy games have
subgenres such as real-time strategy games and turn-based strategy games. Whereas
real-time strategy games are often fast-paced and require players to act quickly, turn-
based strategy games usually enable players to take their time before deciding on
moves. Such a difference may also have an influence on language learning. To
illustrate, real-time strategy games may potentially help players to improve their
reading fluency while gathering information related to the units involved in the game
thanks to the time-constraint. On the other hand, turn-based strategy games may help
players to delve deeper into vocabulary items and grammar structures while reading
more detailed information typically involved in such games. Subgenres may have an
impact on computer games and language learning, just like genres do, and it might be
a good idea to involve them in further qualitative analysis to have access to a deeper
level of data with more perspectives. This integration can be carried out by including
a set of subgenres related to a major genre, and involving participants with frequent
experience in different subgenres to analyze a dataset with rich information related to
each subgenre. This can also help researchers to better interpret the outcome related to
main genres more effectively.
Another limitation of the study is the presence of participants from a dominant
nationality. The overwhelming majority of the participants involved in the interview
264
had Turkish background and Turkish-speaking origin. Opinions on language learning
in different environments and platforms may also change related to the characteristics
of a learner group, and it is a good idea to include participants from diverse cultural
backgrounds across the globe. In further research studies, participants from different
countries, native-language backgrounds, and cultural groups can be involved to have
access to a richer dataset with opinions from diverse groups of people on computer
games and language learning. To do this, online gaming platforms on the Internet can
be used more effectively for data collection.
One final limitation of the study is the scope of the interview. The interview
investigated the opinions of the participants on different aspects of computer games
and language learning by focusing on different game mode and genres with each
participant. However, it is always possible to improve the scope and effectiveness of
an interview, just like it is possible enhance the participants that are subject to the
interview. The present study focused and uncovered distinct aspects of computer
games and language learning in different game modes and genres, including
advantages and disadvantages for language learning, how target language knowledge
and skills are learned and practiced, agreement and disagreement with the findings,
recommendations for gamers, and expectations from games. There are still many areas
to be investigated and uncovered in computer games and language learning in different
game modes and genres. Further research studies can come up with more in-depth and
comprehensive qualitative data collection tools to uncover other opinions of gamers
on language learning in different game modes and genres. As an additional means of
data collection and analysis, think-aloud protocols can be applied to gather deeper
insights into the experiences of the participants regarding computer games and
language learning with increased control over the experience of the participants and
better understanding of participant experiences related to in-game language learning
and practicing activities.
265
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APPENDICES
A. QUESTIONNAIRE
1. Background Information
This section aims to gather information regarding your personal, educational, and
gaming background.
Age:
_________________________________________________________________
Country:
_________________________________________________________________
Native Language/s:
_________________________________________________________________
Level of Education:
High school graduate
Undergraduate student
Bachelor’s degree
Master’s student
Master’s degree
PhD student
PhD
Please select approximately how many hours you play the genres below every week:
Up to 1
hour
1-2 Hours
2-3 Hours
3-4 Hours
5 Hours or
more
Action
Adventure
Role-playing
Strategy
Simulation
278
Please choose your current level of English based on your previous education and/or
certificates. If you are not sure about your English level, please check the Common
European Framework of Reference descriptors from the following link:
https://www.coe.int/web/common-european-framework-reference-languages/table-1-
cefr-3.3-common-reference-levels-global-scale:
A1
A2
B1
B2
C1
C2
279
2. Action Games
This section aims at finding out about your language learning and practice experiences
in action games. Please report the frequency of your language learning and practicing
experiences in a typical action game session of yours while answering the questions.
Action games are characterized by using physical capabilities such as quick response
times and hand-eye coordination in achieving in-game goals. Subgenres of action
games include genres like shooter games, fighting games, platform games, and
survival games. Some popular action games are Counter Strike: Global Offensive,
Doom, Call of Duty, PUBG, Fortnite, Valorant, Grand Theft Auto V, Red Dead
Redemption II, Batman: Arkham Knight, Super Smash Bros. Ultimate, and Street
Fighter V.
Please write the action games that you play. If you are not sure about the genre of any
game that you play, you can search it on wikipedia.com, ing.com or igdb.com to learn
its genre.
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Which one do you prefer more in action games?
Single-player
Multiplayer
How often do you learn the target language knowledge below in action games?
Never
Rarely
Sometimes
Often
Always
Meaning of a word
Spelling of a word
Pronunciation of a word
Meaning of a grammar
structure
Spelling of a grammar
structure
Pronunciation of a
grammar structure
How often do you learn the target language knowledge below in action games?
Never
Rarely
Sometimes
Often
Always
Reading
Listening
Writing
Speaking
280
3. Adventure Games
This section aims at finding out about your language learning and practice experiences
in adventure games. Please report the frequency of your language learning and
practicing experiences in a typical adventure game session of yours while answering
the questions. Adventure games require players to complete levels and objectives by
exploration and problem solving through the lens of the protagonist. Subgenres of
Adventure games include text-based games, puzzle games, narrative games, and visual
novels. Some popular adventure games are the Walking Dead, Terraria, Indiana Jones
and the Staff of Kings, Welcome to Elk, the Curse of the Monkey Island, the Wolf
Among Us, the Longest Journey, Grim Fandango, Primordia and Tales of the Neon
Sea, and the Forgotten City.
Please write the adventure games that you play. If you are not sure about the genre of
any game that you play, you can search it on wikipedia.com, ing.com or igdb.com to
learn its genre.
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Which one do you prefer more in adventure games?
Single-player
Multiplayer
How often do you learn the target language knowledge below in adventure games?
Never
Rarely
Sometimes
Often
Always
Meaning of a word
Spelling of a word
Pronunciation of a word
Meaning of a grammar
structure
Spelling of a grammar
structure
Pronunciation of a
grammar structure
How often do you learn the target language knowledge below in adventure games?
Never
Rarely
Sometimes
Often
Always
Reading
Listening
Writing
Speaking
281
4. Role-playing Games
This section aims at finding out about your language learning and practice experiences
in role-playing games. Please report the frequency of your language learning and
practicing experiences in a typical role-playing game session of yours while answering
the questions. In role-playing games, players take the roles of a character in a fictional
setting to complete a storyline. Subgenres of RPGs involve MMORPGs and Sandbox
RPGs. Some popular RPGs are the Witcher III, Cyberpunk 2077, The Elder Scrolls V:
Skyrim, World of Warcraft, Kingdom Come: Deliverance, Mount & Blade: Warband,
Baldur's Gate, Diablo, and Dragon Age.
Please write the role-playing games that you play. If you are not sure about the genre
of any game that you play, you can search it on wikipedia.com, ing.com or igdb.com
to learn its genre.
____________________________________________________________________
____________________________________________________________________
Which one do you prefer more in role-playing games?
Single-player
Multiplayer
How often do you learn the target language knowledge below in role-playing games?
Never
Rarely
Sometimes
Often
Always
Meaning of a word
Spelling of a word
Pronunciation of a word
Meaning of a grammar
structure
Spelling of a grammar
structure
Pronunciation of a
grammar structure
How often do you learn the target language knowledge below in role-playing games?
Never
Rarely
Sometimes
Often
Always
Reading
Listening
Writing
Speaking
282
5. Strategy Games
This section aims at finding out about your language learning and practice experiences
in strategy games. Please report the frequency of your language learning and practicing
experiences in a typical strategy game session of yours while answering the questions.
In strategy games, players have to rely on thinking both carefully and quickly to defeat
their enemies. Subgenres of strategy games include real-time strategy games, turn-
based strategy games, and tower defense games. Some popular strategy games are Age
of Empires II, Rome: Total War, Warcraft III, League of Legends, Defense of the
Ancients, Civilization V, Red Alert 2, and Heroes of the Storm.
Please write the strategy games that you play. If you are not sure about the genre of
any game that you play, you can search it on wikipedia.com, ing.com or igdb.com to
learn its genre.
______________________________________________________________
______________________________________________________________
______________________________________________________________
Which one do you prefer more in strategy games?
Single-player
Multiplayer
How often do you learn the target language knowledge below in strategy games?
Never
Rarely
Sometimes
Often
Always
Meaning of a word
Spelling of a word
Pronunciation of a word
Meaning of a grammar
structure
Spelling of a grammar
structure
Pronunciation of a
grammar structure
How often do you learn the target language knowledge below in strategy games?
Never
Rarely
Sometimes
Often
Always
Reading
Listening
Writing
Speaking
283
6. Simulation Games
This section aims at finding out about your language learning and practice experiences
in simulation games. Please report the frequency of your language learning and
practicing experiences in a typical simulation game session of yours while answering
the questions. A simulation game aims to copy real life like scenarios as realistically
as possible. Subgenres of simulation games include sports games, racing games, and
life simulations. Some popular simulation games are FIFA 2021, eFootball PES 2020,
The Sims 4, Euro Track Simulator 2, F1 2021, Microsoft Flight Simulator, Farming
Simulator 19, SimCity, and Kerbal Space Program.
Please write the simulation games that you play. If you are not sure about the genre of
any game that you play, you can search it on wikipedia.com, ing.com or igdb.com to
learn its genre.
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Which one do you prefer more in simulation games?
Single-player
Multiplayer
How often do you learn the target language knowledge below in simulation games?
Never
Rarely
Sometimes
Often
Always
Meaning of a word
Spelling of a word
Pronunciation of a word
Meaning of a grammar
structure
Spelling of a grammar
structure
Pronunciation of a
grammar structure
How often do you learn the target language knowledge below in simulation games?
Never
Rarely
Sometimes
Often
Always
Reading
Listening
Writing
Speaking
284
B. STREAM OBSERVATION FORM
Channel name
Platform
Stream link
L1 of the streamer
Game
Mode
Genre
Language Skills and Respective Indicators
Duration in
seconds
Frequency
Reading practice:
Listening practice:
Writing Practice:
Speaking Practice:
Notes, reflections, possible questions for
participants.
285
C. SEMI-STRUCTURED INTERVIEW QUESTIONS
The interview will be initiated with the confirmation of the background
information of the participant from the questionnaire.
Then, the following questions will be asked to each participant. The participant
will answer these questions based on one game mode and genre combination.
1) What are the advantages of (game mode and genre) in learning target
language knowledge and practicing target language skills.
2) What are the disadvantages of (game mode and genre) in learning target
language knowledge and practicing target language skills.
3) How do you learn or practice target language knowledge and practicing
target language skills in (game mode and genre)?
At this point of the interview, the participant will be briefly informed about any
significant statistical outcomes in the questionnaires and the observations. Then, the
participants will be asked about their opinions based on these outcomes.
4) What are your opinions regarding the quantitative findings of the study? Do
you agree or disagree with any of the findings? What could be the reasons for these
outcomes?
5) What are your suggestions to improve learning target language knowledge
and practicing target language skills in (game mode and genre).
6)In your opinion, what would be the features of an ideal game for learning
target language knowledge and practicing target language skills?
Thank you for your participation and cooperation
286
D. LIST OF CODES, CATEGORIES AND THEMES OF THE INTERVIEW
Theme
Category
Code
Code
Frequency
Percentage
of codes
Opportunities provided by
computer games for
language learning
-
-
58
23.2%
Improvement in
target language
skills
-
18
7.2%
Practicing
speaking
4
1.6%
Improving fluency
3
1.2%
Practicing reading
3
1.2%
Asking questions
1
0.4%
Clarity
1
0.4%
Fluency
1
0.4%
Improve English
skills
1
0.4%
Trying to get
information
1
0.4%
Trying to use the
language correctly
1
0.4%
Using English
1
0.4%
Writing messages
1
0.4%
Exposure to
content
-
7
2.8%
Dialogues
2
0.8%
Following a story
2
0.8%
Cutscenes
1
0.4%
Descriptions
1
0.4%
Quests
1
0.4%
Learning target
language
knowledge
-
22
8.8%
Learning
vocabulary items
6
2.4%
Learning terms
5
2.0%
Learning words
via a dictionary
4
1.6%
Learning sentence
structure
2
0.8%
Accuracy
1
0.4%
Improving
pronunciation
1
0.4%
287
Theme
Category
Code
Code
Frequency
Percentage of
codes
Learning different
accents
1
0.4%
Learning grammar
1
0.4%
Learning verbs
1
0.4%
Communicating with
other players
-
11
4.4%
Socializing
4
1.6%
Authentic
communication
2
0.8%
Meeting new people
2
0.8%
Becoming friends
1
0.4%
Meaningful
communication
1
0.4%
Using idioms
1
0.4%
Limitations of
computer games
For language
learning
-
-
32
12.8%
Player-related issues
-
10
4%
Not paying attention to
language
2
0.8%
Swear words
2
0.8%
Addiction
1
0.4%
Not playing with
foreigners
1
0.4%
Player preferences
1
0.4%
Playing the game in
native language
1
0.4%
Skipping cutscenes
1
0.4%
Skipping dialogues
1
0.4%
Game-related issues
-
22
8.8%
Lack of writing
5
2.0%
Lack of speaking
4
1.6%
Lack of listening
3
1.2%
Lack of complex
grammar usage
2
0.8%
Archaic language
1
0.4%
Confusion with
excessive content
1
0.4%
Lack of grammar after
a certain level
1
0.4%
Limited grammar
1
0.4%
288
Theme
Category
Code
Code
Frequency
Percentage of
codes
Not as effective as
another genre
1
0.4%
Time restriction
1
0.4%
Too much reading
1
0.4%
Uncommon words
1
0.4%
Ways of language
learning and practicing
in computer
Games
-
-
73
29.2%
Ways
vocabulary
learning
-
18
7.2%
Finding meaning
through context
4
1.6%
Using a dictionary
4
1.6%
Learning vocabulary
through reading
2
0.8%
Asking the meaning of
a word to a teacher
1
0.4%
Character quotes
1
0.4%
Getting exposed to
specific terms
1
0.4%
Learning game-specific
words
1
0.4%
Learning words to
communicate
1
0.4%
Searching the meaning
of a word on the
internet
1
0.4%
Trying to understand
the quests
1
0.4%
Using game-related
collocations
1
0.4%
Ways of
grammar
learning
-
13
5.2%
Implicit grammar
learning
2
0.8%
Getting exposed to
different grammar
structures
1
0.4%
Learning a structure
through context
1
0.4%
Learning distinct
grammar structures
1
0.4%
289
Theme
Category
Code
Code
Frequency
Percentage of
codes
Learning grammar structures by
using them in speech
1
0.4%
Learning grammar structures through
reading
1
0.4%
Learning grammar via repetition
1
0.4%
Learning grammar through the
expressions of characters
1
0.4%
Learning structures that are simple
1
0.4%
Practicing grammar knowledge
1
0.4%
Using grammar effectively for better
communication
1
0.4%
Using online translators
1
0.4%
Ways of reading
practice
-
15
6%
Reading subtitles
4
1.6%
Reading quests
2
0.8%
Reading books in the game
1
0.4%
Reading chat messages
1
0.4%
Reading hints
1
0.4%
Reading in-game information
1
0.4%
Reading instructions
1
0.4%
Reading paragraphs
1
0.4%
Reading settings
1
0.4%
Reading speech bubbles
1
0.4%
The need to read fast
1
0.4%
Ways of listening
practice
-
9
3.6%
Listening to dialogues
2
0.8%
Listening to teammates
2
0.8%
Instructions that are read aloud
1
0.4%
Listening to other players
1
0.4%
Listening to people with different
accents
1
0.4%
Listening to quests
1
0.4%
Listening to the details of the story
1
0.4%
290
Theme
Category
Code
Code
Frequency
Percentage of
codes
Ways of writing
practice
-
7
2.8
Writing chat messages
2
0.8%
Noting down expressions
1
0.4%
Taking notes
1
0.4%
Writing in-game input
1
0.4%
Writing messages until
being ready to speak
1
0.4%
Writing via getting help
from the internet
1
0.4%
Ways of speaking
practice
-
11
4.4%
Speaking with teammates
3
1.2%
Speaking to oneself
2
0.8%
Casual conversations
1
0.4%
Getting into complex oral
communication
1
0.4%
Repeating expressions of
characters
1
0.4%
Speaking to AI
1
0.4%
Speaking to other players
1
0.4%
Speaking to people with
different accents
1
0.4%
Opinions about the
previous findings of
The study
-
-
49
19.6%
Opinions about
previous findings
-
18
7.2%
Agreement with the
findings
14
5.6%
Disagreement with the
findings
2
0.8%
Partial agreement with
the findings
2
0.8%
Reasons for the
previous findings
-
31
12.4%
Implicit learning
3
1.2%
Advantages of the genre
1
0.4%
Being story-based
1
0.4%
Characteristics of gamers
1
0.4%
291
Theme
Category
Code
Code
Frequency
Percentage of
codes
Focus on having fun instead
of structures
1
0.4%
Focusing on other skills
1
0.4%
Having authentic
communication
1
0.4%
Lack of complex grammar
structures
1
0.4%
Lack of correct grammar use
by other players
1
0.4%
Lack of focus on details
1
0.4%
Lack of focus on language
1
0.4%
Lack of listening in strategy
games
1
0.4%
Lack of other players
1
0.4%
Lack of some equipment
1
0.4%
Lack of time for practicing
1
0.4%
Lack of writing in strategy
games
1
0.4%
Limited speech in some
genres
1
0.4%
Misguided assumptions
1
0.4%
Not focusing on language
1
0.4%
Not having enough time to
focus on language
1
0.4%
Not having to write and
speak in some simulation
games
1
0.4%
Not trying hard enough
1
0.4%
Not using what is learned
1
0.4%
Paying attention to details
1
0.4%
Player goals
1
0.4%
Preferences of gamers
1
0.4%
Rich in quests
1
0.4%
The need for repetition
1
0.4%
The need to understand
everything
1
0.4%
Suggestions for
gamer language
learners
-
-
19
7.6%
Learning and
having fun
-
6
2.4%
Actively using what is
learned before
1
0.4%
292
Theme
Category
Code
Code
Frequency
Percentage
of codes
Being determined to use
structures
1
0.4%
Being passionate about
learning
1
0.4%
Focusing on learning as
well as having fun
1
0.4%
Not being afraid of
speaking
1
0.4%
Playing on international
servers
1
0.4%
Optimizing
gaming habits
-
7
2.8%
Taking notes while playing
3
1.2%
Talking to oneself
1
0.4%
Personalized gaming
experience
1
0.4%
Playing different type of
games
1
0.4%
Using previously learned
knowledge
1
0.4%
Using external
sources
-
6
2.4%
Searching unknown words
online
2
0.8%
Searching the meanings of
words
1
0.4%
Using a dictionary while
playing
1
0.4%
Watching movie
adaptations of games
1
0.4%
Watching streamers that
use the native language and
the target language
1
0.4%
Expectations of
gamer language
learners from
Computer games
-
-
18
7.2%
Feature-related
expectations
-
7
2.8%
Adding additional features
to existing successful
games
1
0.4%
Being able to talk to other
players
1
0.4%
Being able to use different
languages
1
0.4%
293
Theme
Category
Code
Code
Frequency
Percentage of
codes
Interactive translation system
1
0.4%
Pop-up dictionary
1
0.4%
Simple design
1
0.4%
Subtitles
1
0.4%
Content-related
expectations
-
11
4.4%
An intriguing and complex storyline
1
0.4%
Audio input with good voice actors
1
0.4%
Being exposed to many words
1
0.4%
Being presented with choices
1
0.4%
Complicated content for a deeper
level of understanding
1
0.4%
More reading and listening
1
0.4%
Not inhibiting entertainment with
too much focus on learning
1
0.4%
Rich in reading texts
1
0.4%
Riddles and puzzles
1
0.4%
Simulations with specific terms
about personal needs
1
0.4%
Textual input
1
0.4%
294
E. APPROVAL OF THE HUMAN SUBJECTS ETHICS COMMITTEE
295
F. CURRICULUM VITAE
PERSONAL INFORMATION
Surname, Name: Altınbaş, Mehmet Emre
Nationality: Turkish (TC)
ORCID ID: 0000-0002-4331-7492
Google Scholar Profile:
https://scholar.google.com.tr/citations?user=z8mQJ4YAAAAJ&hl=en
EDUCATION
Degree
Institution
Year of Graduation
PhD
Middle East Technical
University
English Language Teaching
-
MA
Middle East Technical
University
English Language Teaching
2018
BA
Fatih University
English Language Teaching
2016
High School
Konya Atatürk Anatolian
Teacher Teaching High School
Foreign Languages
2012
WORK EXPERIENCE
Year
Place
Enrollment
2023-
Present
Necmettin Erbakan University
School of Foreign Languages
English Instructor
2016-2022
KTO Karatay University
School of Foreign Languages
English Instructor
FOREIGN LANGUAGES
English (C2), Spanish (B1)
PUBLICATIONS
296
MA Thesis:
Altınbaş, M. E. (2018). The Use of Multiplayer Online Computer Games in
Developing EFL Skills: A thesis in English Language Teaching (Unpublished
master’s thesis). Middle East Technical University.
Articles:
Altınbaş, M. E. (2023). Exposure to Target Language Vocabulary through Novel
Extracts and Computer Game Cutscenes. Language Teaching Research
Quarterly, 33, 162-175, https://doi.org/10.32038/ltrq.2023.33.09
Altınbaş, M. E. & Savaş, P. (2020). Developing English as a Foreign Language
Skills Through Multiplayer Online Computer Games. International Journal
on E-Learning, 19(4), 313-329. Waynesville, NC USA: Association for the
Advancement of Computing in Education (AACE).
Book Chapters:
Altınbaş, M. E. & Seferoğlu, G. (2021). Using Email-Based Voice Record
Conversations to Improve the Speaking Skills of EFL Learners. In Genc, Z.,
& Kaçar, I. (Eds.). TESOL in the 21st Century: Challenges and
Opportunities. Bern, Switzerland: Peter Lang D.
Conference Presentations:
Altınbaş, M. E. (2017). The Use of Multiplayer Online Computer Games in Learning
and Teaching a Foreign Language. 2nd INES International Academic
Research Congress INES 2017 Alanya, Turkey
Altınbaş, M. E. (2017). Using Group Reading Instruction as an Alternative to
Explicit Grammar Instruction to Teach English Grammar. Abstracts &
Proceedings of INTCESS 2017 - 4th International Conference on Education
and Social Sciences, 6-8 February 2017- Istanbul, Turkey
Altınbaş, M. E. (2017). The Effects of Silent Reading and Reading Aloud on the
Reading Comprehension of Elementary Level EFL Learners. 3rd Cukurova
International ELT Conference Adana, Turkey
AWARDS
Middle East Technical University Institute of Social Sciences Course Performance
Award for Doctoral program at the Department of English Language Teaching
(2022)
TÜBİTAK National Scholarship Programme for PhD Students (2018)
Middle East Technical University Institute of Social Sciences Course Performance
Award for Master’s program at the Department of English Language Teaching
(2018)
297
TÜBİTAK National Scholarship Programme for MA Students (2016)
298
G. TURKISH SUMMARY / TÜRKÇE ÖZET
BİLGİSAYAR OYUNLARINDA MOD VE TÜRÜN İNGİLİZ DİLİ ÖĞRENİMİ
İÇİN ETKİLERİ
1. Giriş ve Literatür Taraması
Oyun tabanlı dil öğreniminin tarihi bilgisayar destekli dil öğrenimi kadar
geçmişe dayanmaktadır. 1959’da Illinois Üniversitesinde kurulan ve en eski bilgisayar
destekli dil öğrenimi uygulamalarından biri olan PLATO sistemine dil öğrenimi ve
öğretimi amacıyla üretilen oyunlar da dahil edilmiştir (Peterson, 2013, p. 61). 1950’li
yıllardan beri bilgisayar oyunları yabancı dil öğrenimi ve öğretimi için hem bir
araştırma sahası hem de bir uygulama sahası olmuştur. Bu doğrultuda empirik
çalışmalar ile bilgisayar oyunlarının yabancı dil öğrenimi açısından nasıl bir
potansiyele sahip olduğunun incelendiği gibi teorik incelemeler aracılığıyla da
bilgisayar oyunlarında yabancı dil öğreniminin nasıl bir teorik altyapısı olduğu da
araştırılmıştır.
Bilgisayar oyunları ve yabancı dil öğreniminin teorik altyapısını ele alan
önemli çalışmalardan bazıları 2000’li yıllarda ortaya çıkmaya başlamıştır. Bunlar
içerisinde üç önemli çalışma García-Carbonell vd. (2001), Thorne vd. (2009), ve Zhao
ve Lai (2009) tarafından gerçekleştirilmiştir (Peterson, 2013). Bu çalışmalar
bilgisayar oyunlarında yabancı dil öğrenimini girdi ve denetleme (Krashen, 1982;
Krashen, 1985), etkileşim ve anlam söyleşmesi (Long, 1981; Long, 1985) ve çıktı
hipotezi (Swain, 1993) gibi çeşitli ikinci dil edinimi teorileri ile bağdaştırmışlardır.
García-Carbonell vd. genel olarak oyunları ve simülasyonları inceledikleri
çalışmalarında bilgisayar oyunlarında ortaya çıkan yabancı dil öğrenimi kazanımlarını
ikinci dil edinimine bilişsel yaklaşımlar ile ele almıştır. Çalışmada oyunlar içerisinde
gerçekleştirilen anlam söyleşmesi, dil becerilerinin aktif kullanımı ile iletişimsel
yeterlilik gelişimi, anlaşılabilir girdiye maruz kalınması, öğrenci merkezli öğrenim
ortamı ve artan motivasyon ile etkin filtrenin azaltılması bilgisayar oyunları ve yabancı
dil öğrenimine yönelik bilişsel yaklaşımlara temel olarak gösterilmiştir.
299
Thorne vd. (2009) ile Zhao ve Lai (2009)’nin çalışmalarında ise çok oyunculu
çevrimiçi rol yapma oyunları ele alınmıştır. Thorne vd. bilgisayar oyunu ve yabancı
dil öğrenimini dil sosyalleşmesi teorisi ve durumlu öğrenme teorisi ile ele almıştır.
Araştırmacılar bu tür oyunlarda kaçınılmaz olan oyuncular arasındaki iş birliğinin bir
gereği olarak ortaya çıkan iletişim imkanlarının dil sosyalleşmesi adına katkı
sağladığını öne sürmüşlerdir. Ayrıca bu iletişimsel aktivitelerin anlamlı ve hedef
odaklı olmasının da dil öğrenimi ısından faydalı olduğu vurgulanmıştır. Zhao ve Lai
ise bilgisayar oyunları ve yabancı dil öğrenimini bilişsel ve sosyokültürel ikinci dil
edinimi yaklaşımları ile ele almışlardır. Oyun içi elementler aracılığıyla dil girdisi
alma ve anlamlı iletişimsel etkileşimlerde bulunma fırsatlarının hem dil öğrenimi
açısından hem de kültürel açıdan önemli olduğunun altı çizilmiştir. Ayrıca oyunların
oyuncuların dil kullanımı kısıtlamalarını aşmalarını sağlayarak motivasyonlarını
artırdığı ve kaygılarını azalttığı ve böylece etkin filtrelerini azalttığının üzerinde
durulmuştur.
Bilgisayar oyunları ve yabancı dil öğrenimi kapsamında değerlendirilen teorik
altyapı hususlarından bir diğeri ise görev kaynaklı katılım yükü hipotezidir. Cornillie
vd. (2010) yaptıkları çalışmada Laufer ve Hulstijn (2001) tarafından öne sürülen görev
kaynaklı katılım yükü hipotezinin rol yapma oyunlarına yönelik çıkarımlarını ele
almıştır. Görev kaynaklı katılım yükü hipotezinin dil öğrencisinin aktiviteye katılım
düzeyinin yüksek olması halinde kelimenin akılda tutulma süresinin artması
önermesinden yola çıkarak ve Cheung ve Harrison’s (1992), Hegelheimer (2006),
Ranalli (2008), ve Neville vd. (2009)’nin yapmış olduğu çalışmaların sonuçları
üzerinden giderek araştırmacılar hikayenin ilerlemesi açısından önemi yüksek olan
kelimelerin akılda tutulma sürelerinin daha fazla olduğu, özellikle odaklanılan ve
aranılan kelimelerde katılım seviyesinin daha yüksek olduğu ve hakkında detaylı
açıklamalar sağlanan hikaye açısından önemli kelimelerin ön plana çıktığı sonuçlarına
ulaşmışlardır.
Reinhardt ve Thorne (2020) da bilgisayar oyunları ve yabancı dil öğreniminin
teorik arka planına yönelik önemli değerlendirmelerde bulunan çalışmalardan birine
imza atmışlardır. Çalışmada odaklanılan önemli teorilerden bir tanesi olanaklılık
teorisidir. Gibson (1979)’ın olanaklılık teorisinden yola çıkarak araştırmacılar
bilgisayar oyunlarının yabancı dil öğrencilerine anlamlı bir kontekst içeren bir dil
öğrenim ortamında bulunma, zaman ve tekrarlayan oyun elementlerine maruz kalma,
oyuncuların kimliklerini saklayarak kendi başlarına dili kullanabilecekleri bir ortama
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sahip olması, belirli bir hedef doğrultusunda dili anlamlı bir şekilde kullanma, diğer
oyuncular ile anlamlı etkileşimler kurma, kimlik performansında gelişim, istenilen yer
ve zamanda oyunları oynayabilme ve resmi dil öğrenim kriterlerinin dışında bağımsız
ve serbest bir şekilde dili pratik edebilme gibi olanaklılıkların üzerinde durmuşlardır.
Çalışmada olanaklılık teorisi haricinde dile tekrarlayan bir şekilde maruz kalma,
pekiştireç ve dönüt gibi prensipler aracılığıyla yapısalcı yaklaşımlar; tekrarlı pratik
yapma ile davranışçı yaklaşımlar; anlaşılır girdi, anlamlı dil kullanımı ve anlam
söyleşmesi gibi özellikler ile bilişsel yaklaşımlar; ve son olarak birliği ve
topluluklara katılım gibi özellikler aracılığıyla sosyokültürel dil edinimi yaklaşımları
da ele alınmış ve bilgisayar oyunlarının yabancı dil öğrenimi açısından bu yaklaşımlar
ile bağlantılı noktalarının altı çizilmiştir.
Yakınsal gelişim alanı da bilgisayar oyunları ve yabancı dil öğrenimi açısından
ele alınan teorilerden bir tanesidir. Hansen (2018) yapmış olduğu literatür taramasında
elde ettiği bulgularda bir öğretmen veya daha eğitimli birinin rehberliği doğrultusunda
bilgisayar oyunlarında çeşitli öğrenme çıktılarına ulaşıldığını gözlemlemiştir. Çok
oyunculu çevrimiçi bir rol yapma oyununda oyunculara sağlanan basitleştirilmiş
talimatlar ve oyuncuların bu talimatlar ile tatmin edici bir anlayış düzeyine ulaşana
kadar dilediklerince etkileşime geçebilmeleri oyuncular için yakınsal gelişim alanı
açısından katkı sağlayıcı bir faktör olarak ele alınmıştır.
Bilgisayar oyunları ve yabancı dil öğrenimine yönelik teorik arka plan
çalışmaları daha çok son yirmi yılda ortaya çıkmış olsa da bilgisayar oyunlarının
yabancı dil öğrenimi için kullanılmasına yönelik çalışmalar çok daha eskiye
dayanmaktadır. 1980’lerden bu yana çeşitli çalışmalarda bilgisayar oyunları yabancı
dil öğrenimine yönelik pek çok çalışmaya konu olmuş ve bu çalışmalar dil öğrenimi
açısından önemli bulguları ortaya çıkarmıştır. Palmberg (1988), Purushtoma (2005),
Miller ve Hegelheimer (2006), Rankin vd. (2006, 2009, Ranalli (2008), DeHaan vd.
(2010), Corneillie vd. (2011), Abu Bakar ve Nosratirad (2013), Vahdat ve Behbahani
(2013), Huang ve Yang (2014); Noroozloo vd. (2015), Franciosi (2016, 2017), Urun
vd. (2017), Enayat ve Haghighatpasand (2019), Chen vd. (2020), Rahman ve Angraeni
(2020) tarafından yapılan çalışmalar bilgisayar oyunlarında kelime öğrenimi
açısından, Miller and Hegelheimer (2006), Thorne ve Reinhardt (2008), Turgut ve
İrgin (2009), Constantinescu (2012), Pertiwi ve Widyarto (2014), Smith (2016),
Jensen (2017) ve Zou vd. (2021) tarafından gerçekleştirilen çalışmalar dil bilgisi
öğrenimi açısından ve Taylor (1990), Baltra (1990), Carrier (1991), Jordan (1992),
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Coleman (2002), Rankin vd. (2009), Chen ve Yang (2011), Alyaz ve Genç (2016), De
Wilde ve Eyckmans (2017), Khanmurzina (2020), Shahrokni vd. (2020) ve Yang ve
Chen (2020) tarafından yürütülen çalışmalar ise dil becerilerinin kullanımı açısından
olumlu sonuçlar ortaya koymuştur.
Literatürdeki çalışmalarda çeşitli oyunlar yabancı dil öğrenimi açısından
incelenmiş ve oyunların yabacı dil öğrenimi açısından önemli katkılar sağlayabildiği
açıkça ortaya konmuştur. Ancak literatürde yeterince incelenmemiş olan bir husus ise
oyunların farklı modları ve türleri ile farklı karakteristik özelliklere sahip olmaları ve
bu farklılıkların yabancı dil öğrenimi üzerinde önemli bir etkiye sahip olabilmesi
ihtimali olmuştur. Bilgisayar oyunları tek oyunculu ve çok oyunculu olmak üzere iki
ana oyun moduna ve aksiyon, macera, rol-yapma, strateji ve simülasyon gibi farklı
türlere sahiptirler. Bu oyun modları ve türleri bilgisayar oyunlarının içeriğinde ve
işleyişlerinde önemli değişikliklere sebep olmaktadır.
Tek oyunculu oyunlarda oyuncular genellikle etkileşim oyuncu ve oyun içeriği
arasında geçmektedir. Bu tür oyunlarda oyuncular kendi deneyimleri ve
yeterliliklerine dayanarak, oyun içi karakterler ve içerikler ile etkileşime geçerek
birtakım oyun içi hedefleri tamamlamaya çalışmakta veya yapay zekaya karşı
mücadele etmektedirler. Çok oyunculu oyunlarda ise oyuncular genellikle mensup
oldukları bir takım ile etkileşim ve iletişim halinde oyun dünyasına karşı mücadele
etmekte veya başka bir takıma karşı mücadele etmektedirler. Bazı oyunlar hem tek
oyunculu hem de çok oyunculu oyun modlarını destekleyebilirken bazı oyunlar ise
sadece tek oyunculu veya sadece çok oyunculu oyun modlarını içermektedirler. Özetle
tek oyunculu oyunlarda oyun içeriği ile etkileşimin daha yoğun olması ihtimali fazla
iken, çok oyunculu oyunlarda ise oyuncular arasındaki iletişim ve etkileşimin daha
yoğun olması muhtemeldir.
Oyun modları gibi oyun türleri de oyunlar arasında önemli içerik ve özellik
farklılıklarına neden olabilmektedir. Aksiyon oyunları hızlı tepki verme ve iyi bir el-
göz koordinasyonu sağlamak gibi yeterlilikler ile rakiplerin alt edilmesi sonucunda
oyun içi hedeflerin gerçekleştirilmesi beklenen oyunlardır. Macera oyunları bir hikâye
ağı içerisinde problem çözme ve keşif yapma gibi faaliyetler doğrultusunda istenilen
doğrultuda hikâyenin sonuna ulaşma amacı içermektedir. Rol yapma oyunlarında
oyuncular rolünü üstlendikleri bir karakterin hikayesini yaşamakta ve tamamladıkları
görevler ile verdikleri kararlar gibi kritik etkilerle ilerleyen kapsamlı bir karakter
gelişimi doğrultusunda doğrusal bir hikâye akışı içerisinde ya da açık bir dünyada
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gerçekleşebilen bir olaylar dizisinde karakterlerini hikâyenin sonuna ulaştırmaya
çalışmaktadırlar. Strateji oyunları çok sayıda karakteri genellikle kuş bakışı bir
görüntü aracılığıyla kontrol ederek, kaynakların ve zamanı iyi bir şekilde yönetmeye
çalışarak oyun içi hedeflerin gerçekleştirilmesi veya rakiplerin alt edilmesi
doğrultusunda oyunun kazanılması amacını içermektedir. Simülasyon oyunları ise
gerçek yaşamda karşılığı olan spor, günlük hayat, yarış ve benzeri faaliyetlerin
mümkün olduğunca gerçekçi bir kurgu ortamında canlandırılması ve uygulanması
amacı taşımaktadır. Mevcut çalışma kapsamına alınan bu beş ana oyun türü Apperley
(2008), Sherry ve Pacheco’s (2006), Wikipedia (2021), Statista (2019) ve Opera
(2020) kaynaklarına konu olan oyun türlerinin kapsamları ve yaygınlıkları
doğrultusunda belirlenmiştir.
Oyunların modları ve türleri arasındaki farklılıkların yabancı dil öğrenimi
açısından da birtakım sonuçlara yol açabilmesi muhtemeldir. Örneğin, tek oyunculu
bir rol yapma oyununda oyuncuların sıklıkla oyun içi görevleri okumaları ve
dinlemelerinin gerekmesi veya oyun içerisindeki karakterlerin arasında geçen
diyalogları okuyup dinlemelerinin gerekmesi gerekebilirken, çok oyunculu bir macera
oyununda ise oyuncuların kazanma ihtimalini artırabilmek için takım arkadaşları ile
yoğun bir iletişim içerisinde olmaları gerekebilmektedir. Yani bilgisayar oyunları
modlarına ve türlerine göre yabandil öğrencilerine farklı dil öğrenimi ve pratiği
fırsatları sunma ihtimaline sahiptir. Bu muhtemel durum Yudintseva (2015) ve
Reinhardt ve Thorne (2020) tarafından gerçekleştirilen çalışmalarda da kısaca
değinilmiş hususlardır. Tüm bunlar göz önüne alınarak mevcut çalışmada açıklayıcı
sıralı karma yöntem ile nicel ve nitel veriler ışığında bilgisayar oyunu modlarının ve
türlerinin yabancı dil öğrenimi üzerinde ne tür etkilerinin olabileceğinin ortaya
çıkarılması hedeflenmiştir.
Oyun modları ve türlerinin oyunlarda yabancı dil öğrenimi üzerindeki olası
etkilerinin araştırılmasının alana teorik ve pratik çeşitli çıkarımlar sağlaması
mümkündür. Çalışmanın hedeflerinden birisi ana oyun modları ve türlerinde ne
sıklıkta yabancı dil bilgisi öğrenimi ve dil becerilerinin pratik edilmesinin
gerçekleştiğini ortaya koymaktır. Bunun yanı sıra çalışma bu öğrenme ve pratik
aktivitelerinin ne şekilde ortaya çıktığını ve deneyimli oyuncu yabancı dil
öğrencilerinin farklı oyun modlarında ve türlerinde yabancı dil öğrenimine yönelik
görüşlerini ortaya koymayı hedeflemektedir. Bu hedefler akademik açıdan hem
mevcut literatürde ortaya konulan sonuçların daha iyi anlaşılabilmesine, hem de yeni
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araştırma yönlerinin belirlenmesine imkân sağlayabilir. Hangi oyun modları ve
türlerinin belirli yabancı dil bilgisi ve becerisine yönelik çıktılarının ortaya çıkarılması
o oyun modu ve türü üzerine yapılmış araştırmalara yönelik ilave bilgiler sağlayabilir.
Ayrıca belirli oyun modu ve türlerinde belirli yabancı dil bilgi ve becerilerinin
algılanan veya gözlemlenen öğrenilme ve kullanılma sıklıklarının ortaya çıkarılması
belirli dil bilgisi ve becerilerinin geliştirilmesine yönelik hangi oyun modu ve
türlerinde araştırmalar yapılmasının daha verimli sonuçlar ortaya koyma ihtimaline
sahip olduğunu gösterebilir ve bu da ileride yapılacak çalışmalardan daha çok verim
alınmasını sağlayabilir.
Teorik çıkarımların yanı sıra çalışmanın uygulamaya yönelik de pek çok
çıkarım sağlaması muhtemeldir. Newzoo (2020) raporuna göre Dünya çapında 2,7
milyar, Gaming in Turkey (2018) raporuna re ise Türkiye’de 30 milyon oyuncu
bulunmaktadır. Dünya çapındaki bu oyuncuların büyük çoğunluğunu yabancı dil
olarak İngilizce konuşanlar oluşturmaktadır. Bilgisayar oyunlarında yabancı dil
öğreniminin daha derin ve kapsamlı düzeyde anlaşılması, halihazırda bilinçli veya
bilinçsiz olarak oyunlarda İngilizce veya diğer dillerde yabancı dile maruz kalan ya da
yabancı dil kullanması gereken öğrenciler için bilgisayar oyunları ve yabancı dil
öğrenim sürecini çok daha verimli hale getirebilir. Oyun modları ve türlerinin
karakteristik özellikleri ve yabancı dil öğrenimine yönelik olası etkileri konusunda
bilinçlendirilmiş öğrenciler veya onlara rehberlik eden öğretmenler bireysel yabancı
dil ihtiyaçları doğrultusunda oyuncu öğrencileri belirli oyun modları ve türlerine
yönlendirebilir ya da bu tür oyunları ders içi ve ders dışı aktivitelere entegre ederek
öğrencilerin halihazırda büyük ilgi duydukları materyaller aracılığıyla öğrenimi daha
verimli hale getirebilirler. Tüm bunlara ek olarak, hedef kitlesinin büyük kısmını
yabancı dil olarak İngilizce konuşanlar oluşturan oyun şirketlerine yönelik de
çıkarımlar sağlanabilir. Belirli oyun modu ve türlerinde yabancı dil öğrenimi ve
kullanımına yönelik kısıtlılıklar ve beklentiler göz önünde bulundurularak oyunlar bu
büyük kitle için daha verimli bir hale getirilebilir.
Çalışma aşağıdaki araştırma soruları aracılığıyla bu hedefleri gerçekleştirmeyi
amaçlamıştır:
1) Tek oyunculu ve çok oyunculu bilgisayar oyunu modları arasında çalışmaya
katılım sağlayan yabancı dil öğrencilerinin algıladığı (a) hedef dilde kelime öğrenimi,
(b) hedef dilde dil bilgisi yapılarının öğrenimi, (c) hedef dilde okuma yapma, (d) hedef
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dilde dinleme yapma, (e) hedef dilde yazma yapma ve (f) hedef dilde konuşma yapma
açısından önemli bir fark var mıdır?
2) Aksiyon, macera, rol yapma, strateji ve simülasyon oyun türlerinde
çalışmaya katılım sağlayan oyuncu yabancı dil öğrencilerinin algıladığı (a) hedef dilde
kelime öğrenimi, (b) hedef dilde dil bilgisi yapılarının öğrenimi, (c) hedef dilde okuma
yapma, (d) hedef dilde dinleme yapma, (e) hedef dilde yazma yapma ve (f) hedef dilde
konuşma yapma açısından önemli bir fark var mıdır
3) (a) Aksiyon, (b) macera, (c) rol yapma, (d) strateji ve (e) simülasyon
oyunlarında çalışmaya katılım sağlayan oyuncu yabancı dil öğrencilerinin algıladığı
hedef dilde dil bilgisi öğrenimi ve hedef dilde dil becerilerinin kullanımı açısından
önemli bir fark var mıdır?
4) Farklı oyun modları ve türlerinde ne tür yabancı dil öğrenme ve kullanma
aktiviteleri gerçekleşmektedir?
5) Çalışmaya katılım sağlayan oyuncu yabancı dil öğrencilerinin farklı oyun
modları ve türlerinde yabancı dil öğrenimine yönelik görüşleri nelerdir?
2. Yöntem
Mevcut çalışma açıklayıcı sıralı karma yöntem kullanılarak
gerçekleştirilmiştir. Açıklayıcı sıralı karma yöntemde nicel veri nitel veriden önce
toplanmaktadır ve nitel verinin nicel veriye yönelik açıklamalar sağlaması
hedeflenmektedir (Creswell, 2009, p. 211). Çalışmada sırasıyla bir anket, gözlemler
ve görüşmeler aracılığıyla veri toplanmıştır. Anketin amacı farklı oyun modları ve
türlerinde yabancı dil bilgilerinin ne sıklıkta öğrenildiği ve yabancı dil becerilerinin ne
sıklıkta kullanıldığını oyuncu İngilizce öğrencilerinin algıları doğrultusunda ortaya
çıkarmaktır. Anket verisi toplandıktan sonra oyun gözlemleri gerçekleştirilmiştir.
Oyun gözlemlerinde amaç farklı modlarda ve türlerde oyunlarda dil becerilerinin ne
sıklıkta ve ne süreyle kullanıldığını bulmak ve dil becerilerinin ne tür aktiviteler
aracılığıyla kullanıldığını belirlemektir. Son olarak ise görüşmeler gerçekleştirilmiştir.
Görüşmelerin amacı oyuncu İngilizce öğrencilerinin farklı oyun modlarında ve
türlerinde yabancı dil öğrenimine yönelik görüşlerini ortaya koymaktır. Her bir veri
toplama aracının üçgenleme doğrultusunda bulgularının ne derece aynı doğrultuda
olduğu göz önünde tutulmuştur. Aynı zamanda araştırma sorularının cevaplanması ve
araştırma hedeflerine ulaşılması için veri toplama araçlarının birbirine yönelik
çıkarımları değerlendirmeye alınmıştır.
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Anket çalışma kapsamındaki tüm ana oyun modları ve türlerine yönelik
deneyimleri olan oyuncu İngilizce öğrencilerinin oyunlarda ne sıklıkta İngilizce
kelime ve dil bilgisi yapılarının öğrenildiği ve ne sıklıkta İngilizce okuma, dinleme,
yazma ve konuşma pratiği yapıldığına yönelik görüşlerini ortaya çıkarmayı
hedeflemiştir. Bu doğrultuda katılımcılara farklı oyun modları ve türlerine yönelik
arka plan bilgilerine ve beş seçenekli bir Likert ölçeği aracılığıyla bu oyun modları ve
türlerinde ne sıklıkta öğrenme ve pratik yaptıklarına dair sorular yöneltilmiştir. Anket
uygulanmadan önce geçerlilik ve güvenilirlik açısından değerlendirilmek üzere pilot
teste tabi tutulmuştur. İçerik geçerliliğini test etmek için altı uzmandan görüş alınmış
ve Almanasreh vd. (2019) tarafından belirlenen 0,78 ve üzeri kabul edilebilir seviyeye
uygun bir uzman görüş sonucu ortaya çıkmıştır. Görünüş geçerliliği konusunda fikir
edinebilmek adına 31 katılımcı ile pilot test uygulanmış ve katılımcılardan anketin
açıklığı, okunabilirliği ve tutarlılığı konusunda fikirlerine başvurulmuştur. Pilot
katılımcıların dönütü tüm noktalarda anketin ık (p < 0.0001), okunabilir (p < 0.0001)
ve tutarlı (p < 0.0001) olduğu yönünde olmuştur. Son olarak yapısal geçerlilik
hakkında fikir edinmek adına pilot testten elde edilen veriler literatürdeki bulgular ile
kıyaslanmıştır. Bulguların kelime öğrenimi, gramer öğrenimi ve dil becerilerinin
kullanımı noktasında literatür ile aynı doğrultuda olduğu görülmüştür. Son olarak ise
anketin güvenilirliğini test etmek için bir tutarlılık testi gerçekleştirilmiş ve kabul
edilir düzeyde Cronbach (1951)’ın alfa değerine ulaşılmıştır (α = 0.930).
Ankete toplamda 111 katılımcı katılım sağlamıştır. Bu katılımcıların 84’ü 18-
24 yaş arası, 22’si 25-34 yaş arası ve beşi ise 35 yaş ve üzeri oyunculardan
oluşmaktadır. Sahip oldukları sertifikalar, aldıkları eğitim veya Avrupa Dilleri Ortak
Dil Çerçevesi öz değerlendirme kriterleri doğrultusunda katılımcıların 12’si İngilizce
seviyelerinin A1-A2 düzeyinde, 60’ı B1-B2 zeyinden, 39’u ise C1-C2 düzeyinde
olduğu belirtmiştir. Katılımcıların 19’u lise mezunu, 43’ü lisans öğrencisi, 29’u lisans
mezunu, sekizi yüksek lisans öğrencisi, yedisi yüksek lisans mezunu ve beşi ise
doktora öğrencisi düzeyinde eğitim arka planına sahiptiler. Katılımcıların 105’inin ana
dili Türkçe iken altı katılımcı ise Hintçe, Endonezyaca, Sudan Arapçası, Cavaca ve
Urduca anadillerine sahiptiler. Katılımcılar tarafından farklı oyun modları ve
türlerinde oynanan toplamda 300’ün üzerinde oyun raporlanmıştır.
Anket verileri Pallant (2010)’ın yönergeleri doğrultusunda SPSS aracılığıyla
analiz edilmiştir. Tek oyunculu ve çok oyunculu oyun modlarında hedef dil bilgilerinin
öğrenilmesi ve hedef dil becerilerinin kullanılmasının kıyaslaması için Mann-Whitney
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U testi kullanılmış ve muhtemel önemli farklar etki büyüklüğü ile Pearson’ın r değeri
kullanılarak Cohen (1988)’ın tavsiyeleri doğrultusunda analiz edilmiştir. Oyun
türlerinin birbirleri ile kıyaslanması ve hedef dil bilgileri ve becerilerinin her bir oyun
türü içerisinde birbirleri ile kıyaslanması için ise Friedman testi kullanılmıştır. Olası
önemli sonuçlar ikili kıyaslama için Bonferroni düzeltmesi uygulanmış Wilcoxon
işaretli sıra testi aracılığıyla analiz edilmiştir.
Anket uygulamasından sonra oyun yayını gözlemleri gerçekleştirilmiştir. Bu
yayın gözlemlerinin amacı farklı modlarda ve rlerde oyunlarda dil becerilerinin ne
sıklıkta ve ne kadar süre kullanıldığının hesaplanması ile anket verilerinin
üçgenlenmesi ve farklı oyun modları ve türlerinde dil becerilerinin kullanımının ne tür
aktiviteler aracılığıyla ortaya çıktığını bulmaktır. Bu doğrultuda ankette katılımcılar
tarafından her bir oyun modu ve türü eşleşmesinde en fazla oynandığı raporlanan
oyunlar gözlem kapsamına alınmıştır. Bu oyunlar sırasıyla Call of Duty: Modern
Warfare, Counter Strike: Global Offensive, The Walking Dead, Minecraft, The
Witcher 3: The Wild Hunt, World of Warcraft, Age of Empires II, League of Legends,
Euro Truck Simulator 2, and FIFA 22’dir. Gözlem kapsamına alınabilmek için
taşınması gereken oyun yayını kriterleri oyun arayüzünün İngilizce olması, oyundaki
iletişim dilinin İngilizce olması, yayıncının ana dili İngilizce olmayan bir yayıncı
olması, yayının rahatlıkla anlaşılabilir olması ve yayının 30 dakika ve daha uzun
olmasıdır. Bu kriterlerin tamamını taşımayan bir oyun olması halinde o oyun modu ve
türünde en çok oynandığı raporlanan ikinci oyun gözlem kapsamına alınmıştır.
Gözlemler 30 dakika sürmüş ve bu nedenle 30 dakika civarı yayınlar gözlem için tercih
edilmiştir. 30 dakika civarı bir yayın bulunamaması halinde daha uzun olan bir yayının
ilk 30 dakikası gözlem kapsamına alınmıştır. Bu kriterleri sağlayan her bir oyun modu
ve türünün eşleşmesi sonucu Bulgaristan’dan, Çin’den, Danimarka’dan,
Almanya’dan, Malta’dan, Hollanda’dan, Rusya’dan, Tayvan’dan, Türkiye’den ve
Ukrayna’dan genel izleyici erişimine açık 10 oyun yayıncısının yayın videoları gözlem
kapsamına alınmıştır. Gözlemler betimsel istatistik ve Erlingsson ve Brysiewicz
(2017)’in yönergeleri doğrultusunda içerik analizi ile analiz edilmiştir. Analizin
geçerliliği ve güvenilirliği için Noble ve Smith (2015)’in gerçeklik değeri, tutarlılık,
tarafsızlık ve uygulanabilirlik kriterleri göz önünde bulundurulmuştur.
Gözlemlerin uygulanması ve analizi sonrasında ise görüşmeler
gerçekleştirilmiştir. Görüşlerin amacı hem anket ve gözlem verilerinin üçgenlenmesi,
hem de katılımcıların farklı oyun modları ve türlerinde yabancı dil öğrenimine yönelik
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ilave görüşlerinin ortaya çıkarılmasıdır. Bu doğrultuda anket katılımcıları içerisinden
görüşmeye katılmaya gönüllü olan katılımcılar arasından her bir oyun modu ve türü
eşleşmesinde en fazla deneyime sahip olan katılımcı görüşmeye davet edilmiştir.
Böylelikle her bir oyun modu ve türü eşleşmesinden birer tane olmak üzere toplamda
10 katılımcı ile görüşmeler gerçekleştirilmiştir. Bu görüşmelerde katılımcılara ilgili
oyun modu ve türü eşleşmesinde yabancı dil öğrenimine yönelik görüşlerini öğrenme
amaçlı sorular yöneltilmiştir. Görüşme bulguları QDA Miner aracılığıyla Braun ve
Clarke (2006)’ın yönergeleri doğrultusunda tematik analiz ile analiz edilmiştir.
Gözlemde olduğu gibi görüşme analizinde de geçerlilik ve güvenilirlik için Noble ve
Smith (2015)’in gerçeklik değeri, tutarlılık, tarafsızlık ve uygulanabilirlik kriterleri
göz önünde bulundurulmuştur
3. Bulgular
Çalışmada uygulanan ilk veri toplama aracı olan anketin ilk kıyas noktası tek
oyunculu ve çok oyunculu oyun modlarının birbirleri ile kıyaslanmasıdır. Edinilen
bulgular algılanan kelime öğrenim sıklığı ve dil bilgisi öğrenim sıklığı konusunda
hiçbir oyun türünde tek oyunculu ve çok oyunculu oyun modlarında önemli bir fark
olmadığını ortaya koymuştur (kelime öğrenimi için aksiyon oyunlarında U = 1141.5,
p = 0.215; macera oyunlarında U = 1088.5, p = 0.236; rol yapma oyunlarında U =
1263, p = 0.244; strateji oyunlarında U = 1267, p = 0.123; ve simülasyon oyunlarında
U = 1210, p = 0.308; gramer öğrenimi için aksiyon oyunlarında U = 1153, p = 0.243;
macera oyunlarında U = 1233, p = 0.838; rol yapma oyunlarında U = 1396, p = 0.744;
strateji oyunlarında U = 1366, p = 0.351; ve simülasyon oyunlarında U = 1110, p =
0.095). Okuma pratiği ve dinleme pratiğinin tek oyunculu ve çok oyunculu oyun
modlarında kıyaslanmasında ise tek önemli fark rol yapma oyunlarında ortaya
çıkmıştır ve küçük etki büyüklüğü göstermiştir (okuma pratiği için U = 1044.5, p =
0.010, r = 0,24; dinleme pratiği için U = 1020, p = 0.007, r = 0.25). Diğer oyun
türlerinde iki oyun modu arasında önemli bir fark ortaya çıkmamıştır (okuma pratiği
için aksiyon oyunlarında U = 1311, p = 0.901; macera oyunlarında U = 1177, p =
0.556; strateji oyunlarında U = 1454, p = 0.691; ve simülasyon oyunlarında U = 1288,
p = 0.606; dinleme pratiği için aksiyon oyunlarında U = 1097, p = 0.110; macera
oyunlarında U = 1092, p = 0.249; strateji oyunlarında U = 1308, p = 0.200; ve
simülasyon oyunlarında U = 1265, p = 0.504). Yazma pratiği ve konuşma pratiğine
gelindiğinde ise iki oyun modu arasında tüm oyun türlerinde önemli bir fark olduğu
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bulunmuştur ve bu sonuç yazma pratiğinde macera ve rol yapma oyunları için orta
düzeyde etki büyüklüğüne diğer oyun türlerinde ise küçük düzeyde etki büyüklüğüne,
konuşma pratiğinde ise aksiyon oyunlarında orta düzeyde etki büyüklüğüne sahipken
diğer türlerde küçük düzeyde etki büyüklüğüne sahiptir (yazma pratiği için aksiyon
oyunlarında U = 904, p = 0.005, r = 0.26; macera oyunlarında U = 708, p < 0.0001, r
= 0.35; rol yapma oyunlarında U = 925, p = 0.001; strateji oyunlarında U = 1117, p =
0.014, r = 0.31; ve simülasyon oyunlarında U = 1038, p = 0.030, r = 0.20; konuşma
pratiği için aksiyon oyunlarında U = 603, p < 0.0001, r = 0.45; macera oyunlarında U
= 836, p < 0.004, r = 0.27; rol yapma oyunlarında U = 1077, p = 0.020, r = 0.22; strateji
oyunlarında U = 1140, p = 0.021, r = 0.21; ve simülasyon oyunlarında U = 928, p =
0.004, r = 0.27).
Anket verilerinde ikinci kıyaslama noktası hedef dil bilgilerinin öğrenimi ve
hedef dil becerilerinin pratik edilmesinin algılanan sıklığı açısından oyun türleri
arasında önemli bir fark olup olmadığını bulmaktı. İlk olarak kelime öğrenimi
açısından oyun türleri arasında önemli bir fark olduğu ortaya çıkarıldı (χ2(4) = 19.026,
p = 0.001). Kendall W değeri üzerinden hesaplanan etki büyüklüğüne göre bu önemli
sonucun küçük bir etki büyüklüğüne sahip olduğu ortaya çıkmıştır (0.043). İkili
karşılaştırmalar ise bu önemli farkın en önemli belirleyici faktörünün simülasyon
oyunlarında diğer oyun türlerine göre kritik düzeyde daha az kelime öğrenme sıklığı
olması olduğu görülmüştür. Benzer şekilde dil bilgisi öğrenimi ve okuma pratiği
sıklığında da küçük etki büyüklüğüne sahip önemli bir fark ortaya konmuştur ve ikili
kıyaslamalar bu önemli farkta en büyük belirleyici faktörün simülasyon oyunlarında
daha az öğrenme ve pratik sıklığı olduğu anlaşılmıştır (dil bilgisi öğrenimi için χ2(4)
= 15.148, p = 0.004, W = 0.039; okuma pratiği için χ2(4) = 32.449, p < 0.001, W =
0.053). Dinleme pratiği ve konuşma pratiği açısından analiz sonuçları küçük etki
büyüklüğüne sahip önemli farklar ortaya koymuş ve bu önemli farkın en önemli katkı
sağlayan faktörünün aksiyon oyunlarında diğer türlere göre kayda değer düzeyde fazla
pratik sıklığı olduğu görülmüştür (dinleme için χ2(4) = 70.871, p < 0.001, W = 0.160;
konuşma için χ2(4) = 39.113, p < 0.0001, W = 0.88). Son olarak yazma pratiğinde de
küçük etki büyüklüğünde önemli bir fark ortaya çıkmış ve bu farkta strateji ve macera
oyunlarında nispeten daha fazla, simülasyon oyunlarında ise nispeten daha az olan
pratik sıklığı önemli rol oynamıştır (χ2(4) = 10.208, p = 0.037, W = 0.023).
Anket verilerinin üçüncü odak noktası ise her bir oyun modu ve türünde hedef
dil bilgilerinin öğrenimi ve hedef dil becerilerinin kullanılmasının birbirleri ile
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kıyaslanmasıdır. Bu doğrultuda edinilen bulgulara göre her bir oyun türü içerisinde
önemli farklar olduğu görülmüştür. Aksiyon oyunlarındaki küçük etki büyüklüğüne
sahip önemli farkın en büyük nedeni olarak dinleme becerisinin diğer becerilerden çok
daha sık pratik edilmesi olduğu görülmüştür (χ2(5) = 151.083, p < 0.0001, W = 0.272).
Buradaki ikili kıyaslamalar toplamda 15 kıyaslama içerisinden ikisi büyük, sekizi orta
ve biri küçük etki büyüklüğüne sahip olmak üzere 11 önemli fark ortaya çıkarmıştır (p
< 0.05). Diğer oyun türlerinde ise küçük etki büyüklüğü ile önemli farklılıklar
gözlemlenmiş ve bu önemli farkın en önemli nedeni olarak nispeten kelime
öğreniminin nispeten dil bilgisi öğrenimine göre daha sık olması, okuma ve dinleme
pratiğinin ise yazma ve konuşma pratiğine göre daha fazla olması gözlemlenmiştir
(χ2(5) = 154,741, p < 0,0001, W = 0.279; χ2(5) = 114.024, p < 0.0001, p = 0.205; χ2(5)
= 111.997, p < 0.0001, W = 0.202; χ2(5) = 101.194, p < 0.0001, W = 0.182). Bu önemli
farkları takiben yapılan ikili kıyaslamalarda macera oyunlarında dokuzu orta biri
küçük etki büyüklüğünde on önemli fark, rol yapma oyunlarında sekizi orta ikisi küçük
etki büyüklüğüne sahip olmak üzere 10 önemli fark, strateji oyunlarında yedisi orta
ikisi ise küçük etki büyüklüğüne sahip dokuz önemli fark, simülasyon oyunlarında ise
sekizi orta biri küçük etki büyüklüğüne sahip olmak üzere dokuz önemli fark ortaya
çıkmıştır.
Gözlem verilerinde elde edinilen yabancı dil becerilerinin kullanım sıklığı ve
sürelerinin büyük ölçüde anket verileri ile aynı doğrultuda olduğu görülmüştür. Burada
iki önemli farklılık bulunmaktadır. Öncelikle gözlemlerde tek oyunculu ve çok
oyunculu oyun modları arasında kayda değer düzeyde okuma pratiği sıklığı ve süresi
olduğu bulunmuştur. Anket verilerinde ise her ne kadar tek oyunculu oyunların
betimsel istatistik olarak okuma pratiğinde üstünlüğü olsa da bu fark sadece rol yapma
oyunlarında önemli düzeye ulaşabilmiştir. Diğer bir husus ise yazma pratiğine
yöneliktir. Anket sonuçlayazma pratiğinin en sık strateji oyunlarında gerçekleştiğini
gösterse de gözlem sonuçları yazma pratiğinin en fazla macera oyunlarında
gerçekleştiğini ortaya koymuştur. Bu noktalar anket sonuçları ile hem kısmi
benzerlikler hem de farklılıklar barındırmaktadır. Bunun haricindeki bulgular ise
büyük oranda örtüşmektedir. Gözlemin bir diğer odak noktası ise farklı oyun modları
ve türlerinde gerçekleşen dil öğrenim aktivitelerini ortaya çıkarmaktır. Tek oyunculu
aksiyon oyununda altyazılar okuma, karakterler arasındaki diyalogları dinleme ve
oyun içi içeriği dinleme; çok oyunculu aksiyon oyununda bilgi verme, tartışma, hisleri
ifade etme ve ricada bulunma hususlarında dinleme ve konuşma; tek oyunculu macera
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oyununda altyazılar okuma, oyun içeriği okuma, diyalogları dinleme, bildirimleri
dinleme, karakteri dinleme ve sesli okuma; çok oyunculu macera oyununda mesajları
okuma ve oyun içi içeriği okuma, takım arkadaşlarının soru sormasını, açıklama
yapmasını, bilgi vermesini, öneride bulunmasını, konu dışı sohbetlerini, şakalarını,
hislerini ifade etmelerini ve reddetmelerini dinleme, yazarak bilgi verme, soru sorma
ve karşılık verme ile konuşarak soru sorma, karşılık verme, öneride bulunma, bilgi
verme, açıklama yapma, konu şı sohbet, hisleri ifade etme ve kendi kendine
konuşma; tek oyunculu rol yapma oyununda oyun içeriğini ve altyazıları okuma,
diyalogları ve monologları dinleme, sesli okuyarak konuşma, selamlama, soru sorma,
özür dileme ve kabul etme; çok oyunculu rol yapma oyununda altyazıları okuma, oyun
içeriğini okuma, oyun içi karakterleri dinleme, takım arkadaşlarının soru sorma,
öneride bulunma, şikayet etme, bilgi verme, ihtiyaçlarını ifade etme, açıklama, uyarıda
bulunma, hislerini ifade etme, karşılık verme ve şaka yapmalarını dinleme ile bilgi
verme, hislerini ifade etme ve soru sormak için konuşma yapma; tek oyunculu strateji
oyununda altyazıları ve oyun içeriğini okuma ve karakterler ile hikayeyi dinleme; çok
oyunculu strateji oyununda mesajları okuma, takım arkadaşlarının bilgi verme,
açıklama yapma, soru sorma, öneride bulunma, karşılık verme ve uyarılarını dinleme
ve bilgi verme, öneride bulunma, açıklama yapma ve karşılık vermek için konuşma;
tek oyunculu simülasyon oyununda oyun içeriği okuma; çok oyunculu simülasyon
oyununda ise oyun içeriği okuma, spikeri ve yorumcuyu dinleme ve takımdaki
oyuncular ile konuşma gibi aktiviteler gözlemlenmiştir.
Son olarak ise görüşmeler yapılmış ve analiz edilmiştir. Görüşmelerin analizi
altı ana temayı ortaya çıkarmıştır. Bunların ilki bilgisayar oyunları tarafından dil
öğrenimine yönelik sağlanan rsatlar (f = 58) temasıdır ve bu temanın kategorileri
hedef dil becerilerinde gelişim(f = 18), içeriği maruz kalma(f = 7), hedef dil
bilgilerinin öğrenimi(f = 22) ve diğer oyuncular ile iletişim kurmaktır (f = 11). İkinci
tema bilgisayar oyunlarının dil öğrenimi için sınırlılıklar (f = 32) temasıdır ve bu
temanın kategorileri oyunla alaka meseleler (f = 22) ve oyuncuyla alakalı
meselelerdir (f = 10). Üçüncü tema bilgisayar oyunlarında dil öğrenme ve pratik etme
yolları (f = 73) temasıdır ve bu temanın kategorileri kelime öğrenme yolları (f = 18),
dil bilgisi öğrenme yolları (f = 13), okuma pratiği yolları (f = 15), dinleme pratiği
yolları (f = 9), yazma pratiği yolları (f = 7) ve konuşma pratiği yollarıdır (f = 11).
Dördüncü tema çalışmada önceki bulgular hakkındaki düşünceler (f = 49) temasıdır
ve bu temanın kategorileri önceki bulgular ile hemfikir olma ve hemfikir olmama (f =
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18) ve önceki bulgular için nedenlerdir (f = 31). Beşinci tema oyuncu dil öğrencileri
için tavsiyeler (f = 19) temasıdır ve bu temanın kategorileri öğrenme ve eğlenmeye
yönelik bir düşünce yapısına sahip olma (f = 6), oyun alışkanlıklarını dil öğrenimi için
optimize etme (f = 7) ve dış kaynakları kullanmadır (f = 6). Son tema ise oyuncu dil
öğrencilerinin bilgisayar oyunlarından beklentileri (f = 7) temasıdır ve bu temanın
kategorileri özelliklerle alakalı beklentiler (f = 7) ve içerikle alakalı beklentilerdir (f =
11).
4. Tartışma ve Sonuç
Çalışmanın bulguları sonucunda tek oyunculu ve çok oyunculu oyun
modlarında hedef dil bilgilerinin öğrenilmesi ve hedef dil becerilerinin pratik
edilmesine yönelik önemli bir fark olup olmadığına dair olumlu ve olumsuz yanıtlar
ortaya çıkmıştır. Sonuçlar kelime öğrenimi ve dil bilgisi öğrenimine yönelik olarak
önemli bir fark ortaya koymamıştır. Okuma pratiği yapmada anket ve gözlem sonuçları
tek oyunculu oyunlar lehine bir fark gösterse de anket sonuçlarında önemli farkın sade
rol yapma oyunlarında çıkması nedeniyle bu soru olumlu yanıtlanmamıştır. Dinleme
pratiği yapma konusunda anket sonuçlarında rol yapma oyunlarında önemli bir fark
ortaya çıksa da diğer türlerde önemli bir fark ortaya çıkmadığından yanıt olumsuz
olmuş. Son olarak yazma pratiği ve konuşma pratiği noktalarında tüm oyun türlerinde
tek oyunculu ve çok oyunculu oyun modlarında çok oyunculu oyunlar lehine önemli
farklar ortaya çıkmış ve sorular olumlu yanıtlanmıştır.
Oyun türlerinin hedef dil bilgilerinin öğrenilmesi ve hedef dil becerilerinin
pratik edilmesi noktasında yapılan kıyaslamalarda tüm dil bilgisi ve becerilerinde
önemli bir fark olduğu ortaya çıkmış ve ikinci araştırma sorusu tüm alt soruları ile
birlikte olumlu yanıtlanmıştır. Kelime öğrenimi, dil bilgisi öğrenimi ve okuma pratiği
konusunda olumlu cevaba giden sonuca simülasyon oyunlarındaki nispeten daha az
öğrenme ve pratik sıklığı enden olmuştur. Dinleme pratiği ve konuşma pratiğinde
aksiyon oyunlarındaki önemli derecede yüksek sıklıkta pratik seviyesi olumlu cevaba
yol açan farkı ortaya çıkarmıştır. Yazma pratiğinde ise strateji oyunlarında nispeten
daha yüksek düzeyde pratik ve simülasyon oyunlarında nispeten daha düşük seviyede
pratik olumlu cevabı ortaya çıkarmıştır. Benzer şekilde oyun türlerinin içerisinde hedef
dil bilgilerinin öğrenilme ve hedef dil becerilerinin pratik edilme sıklığının
kıyaslandığı üçüncü araştırma sorusunda da araştırma sorusu tüm alt soruları ile
birlikte olumlu yanıtlanmıştır. Aksiyon oyunlarında dinleme klığında kayda değer
düzeyde fazlalık olumlu yanıtı ortaya çıkarırken diğer oyun türlerinde ise kelime
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öğrenimi, okuma ve dinleme pratiğinin dil bilgisi öğrenimi, yazma ve konuşma
pratiğinden daha sık düzeyde olması olumlu yanıtı doğurmuştur.
Farklı oyun modları ve türlerinde dilin kullanımına yönelik aktivitelere
odaklanan dördüncü araştırma sorusu sonucunda ise belirlenen kategoriler
doğrultusunda pek çok aktivite türü ortaya çıkmıştır. Gözlemlenen okuma aktiviteleri
altyazı okuma, oyun içeriğini okuma ve mesajlaokumaya yönelik olmuştur. Çok
oyunculu oyunlarda en yaygın okuma etkinliği mesajlar okumaktı. Tek oyunculu
oyunlardaki dinleme etkinlikleri çoğunlukla oyun içi karakterlerin ve oyun içeriğinin
monolog ve diyaloglarını dinleme şeklinde okuma etkinlikleriyle paralellik
göstermiştir. Çok oyunculu oyunlarda dinleme etkinlikleri, diğer oyuncuların bilgi
vermesi, sorması, yanıt vermesi, tartışması, duygularını ifade etmesi, açıklama
yapması, önermesi, uyarması, şaka yapması vb. konuşma etkinlikleriyle uyumluydu.
Küçük yazma alıştırmaları bilgi vermeyi, yanıt vermeyi, sormayı ve duyguları ifade
etmeyi içeriyordu. Bunlar en çok çok oyunculu macera oyununda gözlendi. Tek
oyunculu oyunlarda gözlemlenen konuşma etkinliği türleri tekrarlama, sesli okuma ve
oyun içi karakterlerle konuşmadır. Çok oyunculu konuşma etkinlikleri ise bilgi verme,
tartışma, duyguları ifade etme, açıklama, önerme, uyarma, konu dışı konuşma, sorma,
yanıtlama vb. dinleme etkinlikleri doğrultusunda gerçekleştirilmiştir.
Oyuncu dil öğrencilerinin farklı oyun modları ve türlerinde dil öğrenimine
yönelik düşüncelerine odaklanan son araştırma sonucunun cevaplarını ise çalışmada
bulunan temalar vermiştir. Bunlar bilgisayar oyunları tarafından dil öğrenimine
yönelik sağlanan rsatlar, bilgisayar oyunlarının dil öğrenimi için sınırlılıklar,
bilgisayar oyunlarında dil öğrenme ve pratik etme yolları, önceki bulgular hakkındaki
düşünceler, oyuncu dil öğrencileri için tavsiyeler ve oyuncu dil öğrencilerinin
bilgisayar oyunlarından beklentileri şeklinde ortaya konmuştur.
Çalışma tüm veriler doğrultusunda bilgisayar oyunları ve yabancı dil
öğrenimine yönelik kapsamlı bir genel bakış sağlamış ve belirli hedef dil bilgileri ve
becerileri için tüm veriler ışığında optimal oyun modu ve türü eşleşmeleri önerilerinde
bulunmuştur. Kapsamlı genel bakış her bir oyun modu ve türü eşleşmesinin yabancı
dil öğrenimi açısından sağladığı öğrenme ve pratik yapma sıklıklarını, bu oyun modu
ve türü eşleşmesinde gerçekleşen yabancı dil becerilerinin kullanım aktivitelerini ve
bu oyun modu ve türü eşleşmesinde yabancı dil öğrenimine yönelik fırsatlar,
sınırlılıklar, tavsiyeler ve beklentiler doğrultusunda oyuncu İngilizce öğrencilerinin
görüşlerini ortaya koymuştur. Mevcut veriler ışığında oluşturulan belirli hedef dil
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bilgileri ve becerileri için optimal oyun modu ve türü eşleşmeleri ise kelime öğrenimi
için optimal oyun modu ve türünün çok oyunculu macera oyunları olduğunu ve buna
en iyi alternatifin tek oyunculu rol yapma oyunları olduğunu, dil bilgisi öğrenimi için
optimal oyun modu ve türünün tek oyunculu rol yapma oyunları olduğunu ve buna en
iyi alternatifin tek oyunculu macera oyunları olduğunu, okuma pratiği için optimal
oyun modu ve türünün tek oyunculu rol yapma oyunları olduğunu ve buna en iyi
alternatifin tek oyunculu macera oyunları olduğunu, dinleme pratiği için optimal oyun
modu ve türünün çok oyunculu aksiyon oyunları olduğunu ve buna en iyi alternatifin
tek oyunculu rol yapma oyunları olduğunu, yazma pratiği için optimal oyun modu ve
türünün çok oyunculu macera oyunları olduğunu ve buna en iyi alternatifin çok
oyunculu rol yapma oyunları olduğunu ve son olarak konuşma pratiği için optimal
oyun modu ve türünün çok oyunculu aksiyon oyunları olduğunu ve buna en iyi
alternatifin çok oyunculu macera oyunları olduğunu ortaya koymuştur.
Çalışma bulgularının mevcut literatür ile ne derecede benzer doğrultuda
olduğunu anlayabilmek için mevcut bulgular ile literatürde bilgisayar oyunlarında
kelime öğrenimi üzerine Palmberg (1988), Purushtoma (2005), Miller ve Hegelheimer
(2006), Rankin vd. (2006, 2009, Ranalli (2008), DeHaan vd. (2010), Corneillie vd.
(2011), Abu Bakar ve Nosratirad (2013), Vahdat ve Behbahani (2013), Huang ve Yang
(2014); Noroozloo vd. (2015), Franciosi (2016, 2017), Urun vd. (2017), Enayat ve
Haghighatpasand (2019), Chen vd. (2020), Rahman ve Angraeni (2020) tarafından
yapılan çalışmalar, dil bilgisi öğrenimi üzerine Miller ve Hegelheimer (2006), Thorne
ve Reinhardt (2008), Turgut ve İrgin (2009), Constantinescu (2012), Pertiwi ve
Widyarto (2014), Smith (2016), Jensen (2017) ve Zou vd. (2021) tarafından yapılan
çalışmalar ve dil becerilerinin kullanımı üzerine Taylor (1990), Baltra (1990), Carrier
(1991), Jordan (1992), Coleman (2002), Rankin vd. (2009), Chen ve Yang (2011),
Alyaz ve Genç (2016), De Wilde ve Eyckmans (2017), Khanmurzina (2020),
Shahrokni vd. (2020) ve Yang ve Chen (2020) tarafından yürütülen çalışmalar
sonucunda elde edilen alakalı bulgular kıyaslanmıştır.
Bunlardan en dikkat çekici olanlar ele alındığında oyun modu ile ilgili
kıyaslamaların çoğunlukla mevcut literatür ile uyumlu olduğu ortaya çıkmıştır. Oyun
türlerinin karşılaştırması konusunda en dikkate değer sonuç, literatürün büyük ölçüde
tek oyunculu macera, çok oyunculu rol yapma ve tek oyunculu simülasyon oyunlarına
odaklanmasıdır. Bunun aksine, çok oyunculu aksiyon ve tek oyunculu rol yapma gibi
oyun modu ve türü kombinasyonları, birçok alanda daha fazla öğrenme ve uygulama
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imkânı sağlamalarına rağmen bu oyunlara yönelik literatürdeki bulgu sayısı yok
denecek kadar azdır. Dil öğrenme ve pratik yapma aktiviteleri söz konusu olduğunda,
mevcut bulgular çoğunlukla literatürde ortaya çıkarılan etkinlikleri kapsamakta ve
çeşitli alanlarda üzerine koymaktadır. Son olarak, İngilizce öğrencisi oyuncuların
görüşlerine re, avantajlar ve dezavantajlar literatür ve mevcut bulgularda çoğunlukla
paraleldir. Dil öğrenme aktiviteleri benzerdir ancak mevcut çalışma bu aktivitelerin
üzerine koymaktadır. Öneriler ve beklentiler ise literatürdeki bulgulara göre daha
kapsamlı katkılar sunmaktadır.
Çalışmanın araştırmacılar için çıkarımları ele alındığında kelime bilgisi ve dil
bilgisi öğreniminin, tek oyunculu ve çok oyunculu oyun modlarında farklı şekillerde
ortaya çıktığı ancak benzer öğrenme frekanslarına sahip olduğu görülmüştür ve bu
ileriki çalışmalarda ele alınabilir. Çok oyunculu aksiyon oyunları, tek oyunculu rol
yapma oyunları ve çok oyunculu macera oyunları gibi öğrenme ve pratik sıklık
imkanları yüksek olan oyun modu ve tür kombinasyonları üzerine daha fazla araştırma
yapılması gerekmektedir. Okuma ve dinleme pratiği yapma, kelime bilgisi ve gramer
öğrenmeye ve yazma ve konuşma pratiği yapmaya göre daha iyi pratik imkanları
sunmalarına rağmen literatürde daha az araştırılmış durumdadırlar ve bu nedenle
alımlayıcı beceriler üzerine daha fazla araştırma yapılabilir. Tek oyunculu oyunlarda
kendi kendine konuşma ve yanıt seçenekleri gibi nispeten beklenmedik etkinlikler
daha ayrıntılı olarak incelenebilir. Bilgisayar oyunlarının zorlukları, fırsatlardan daha
az incelenmektedir. Benzer şekilde deneyimli yabancı dil öğrencisi oyuncuların
önerileri ve beklentilerin daha fazla dikkate alınması gerekmektedir.
Oyuncuların dünyadaki sayısı ve bu oyuncuların büyük kısmının İngilizceyi
anadili olarak konuşmayan kişilerden oluştuğu düşünüldüğünde çalışmanın
oyunculara yönelik önemli bulguları bulunmaktadır. Oyuncu yabancı dil öğrencilerini
ilgilendikleri oyun modlarının ve türlerinin dil öğrenmenin güçlü ve zayıf yönleri
hakkında bilgilendirmek büyük önem arz etmektedir. Nitel bulgularla birlikte nicel
bulguları kullanarak, öğrencilere belirli oyun modlarında ve türlerinde hangi yönlerin
daha fazla geliştirildiği konusunda rehberlik edilebilir. Bu oyunlarda ne r
aktivitelerin yer aldığı ve belirli oyun modu ve türü kombinasyonlarında hangi fırsatlar
ve zorlukların bulunduğu anlatılabilir. İngilizce öğrenen oyucuların, İngilizce
öğrenmek ve pratik yapmak ve olası zorluklarla başa çıkmak için oyun sürecini daha
verimli hale getirmeye yönelik önerilerinin alınması ve paylaşılması bilgisayar
oyunları ve yabancı dil öğrenimine önemli katkı sağlayabilir. Öğrenciler,
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öğretmenleri, araştırma sonuçlarını basitçe açıklayan videolar, blog yazıları,
uygulamalı rehberlik içeren kitaplar veya kitapçıklar ve diğer benzer araçlar
aracılığıyla bulgular hakkında bilgilendirilebilir. Çalışmada öne sürülen bilgisayar
oyunlarına ve dil öğrenimine genel bakış ve en uygun oyun modu ve tür
kombinasyonları yukarıdaki amaçlara hizmet edebilir.
İstatistiklere dayanarak, bugünün yabancı dil öğretmenlerinin sınıflarındaki
çoğu öğrencinin İngilizce oyun oynuyor olması beklenebilir. Bu nedenle çalışmanın
öğretmenlere yönelik de önemli bulguları bulunmaktadır. Bir öğretmenin oyun
oynama ve İngilizce öğrenme konusunda bilgili olması kendisi için büyük bir avantaj
sağlayacaktır. Öğretmenler, bilgisayar oyunlarının yanı sıra farklı oyun modları ve
türleri hakkında ve bu oyun modu ve türlerinin hedef dil bilgi ve becerilerini öğrenme
ve pratik etmedeki güçlü ve zayıf yönleri hakkında eğitilebilirler. Bu sayede bilgisayar
oyunlarında dil öğrenme süreçlerinde öğrencilerine rehberlik edebilirler. Alternatif
olarak, öğrencilerinin ihtiyaçlarına göre belirli bilgisayar oyunlarını da derslerine
entegre edebilirler. Bilgisayar oyunlarına ve dil öğrenimine genel bakış ve en uygun
oyun modu ve tür kombinasyonları yukarıdaki amaçlar doğrultusunda öğretmenlere
destek sağlayabilir. Öğretmenler seminerler, videolar, blog yazıları, kitaplar veya
kitapçıklar ve benzeri kaynak ve etkinlikler ile bu konularda eğitilebilirler.
Çalışmanın oyun şirketleri için de önemli çıkarımları bulunmaktadır. Dünya
çapındaki oyuncuların büyük çoğunluğu anadili İngilizce olmayan kişilerdir. Oyun
firmaları için oyuncuların tercihleri büyük önem arz etmektedir. Bu çalışmada oyun
şirketleri için en yararlı veri, oyuncu yabancı dil öğrencilerinin bilgisayar oyunlarından
beklentileridir. Oyun şirketleri, oyunlarını anadili İngilizce olmayan oyuncular için
daha erişilebilir hale getirmek için bu beklentileri göz önünde bulundurabilir. Bunlara
ek olarak, potansiyel bir oyunun güçlü ve zayıf yönleri hakkında fikir sahibi olmak,
dil öğrenimi için güçlü yanları daha da güçlendirmek ve zayıf yönleri en aza indirmek
için mevcut çalışmadaki bilgisayar oyunları ve dil öğrenimine genel bakış haritası
kullanılabilir. Tek oyunculu oyunlarda başarının anahtarının içerik olduğu, çok
oyunculu oyunlarda ise etkili iletişimin önemli olduğu mevcut verilerden
anlaşılmaktadır. Oyun şirketleri oyun geliştirme süreçlerinde bu iki noktayı göz
önünde bulundurabilir ve İngilizce öğrencileri için daha etkili oyun tasarımı için
oyunculara ve araştırmacılara danışabilir.
Çalışma çeşitli sınırlılıklara maruz kalmıştır ve bu doğrultuda ileriki çalışmalar
için tavsiyelerde bulunulmuştur. Çalışma, gözlemler haricinde araştırma sorularını
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yanıtlamak için çoğunlukla katılımcı algılarına ve görüşlerine başvurmuştur. İleriki
araştırmalarda deneyler gibi ek veri toplama araçlarının uygulanması daha zengin
veriler sağlayabilir. Çalışmaya farklı arka planlardan gelen katılımcılar dahil
edilmiştir. Ancak daha fazla çeşitliliğe sahip sayıca daha fazla katılımcı, ileriki
çalışmalara dahil edilebilir ve böylece veriler daha çeşitli ve kapsayıcı hale
getirilebilir. Anket, dil öğreniminin tüm ana alanlarını kapsamaktaydı. İleriki
çalışmalarda alt becerilere ayrıntılı vurgu yapan daha odaklı anketler oluşturulabilir ve
daha sonraki araştırmalarda uygulanabilir. Gözlemler, her biri farklı oyun modu ve
türü kombinasyonlarına sahip 10 oyunu kapsamaktaydı. Her kombinasyondan ek
oyunlar, daha derin veriler elde etmek için daha ileri araştırma çalışmalarına dahil
edilebilir. Son olarak röportajlar, her oyun modu ve tür kombinasyonu için belirli bir
tercihe sahip 10 katılımcı ile gerçekleştirilmiştir. Görüşmelere daha fazla katılımcı
dahil edilebilir ve böylece hem içerik miktarı olarak hem de kapsayıcılık konusunda
daha iyi sonuçlar elde edilebilir.
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H. THESIS PERMISSION FORM / TEZ İZİN FORMU
(Please fill out this form on computer. Double click on the boxes to fill them)
ENSTİTÜ / INSTITUTE
Fen Bilimleri Enstitüsü / Graduate School of Natural and Applied Sciences
Sosyal Bilimler Enstitü / Graduate School of Social Sciences
Uygulamalı Matematik Enstitüsü / Graduate School of Applied Mathematics
Enformatik Enstitüsü / Graduate School of Informatics
Deniz Bilimleri Enstitüsü / Graduate School of Marine Sciences
YAZARIN / AUTHOR
Soyadı / Surname : Altınb
Adı / Name : Mehmet Emre
Bölümü / Department : İngiliz Dili Öğretimi / English Language Teaching
TEZİN ADI / TITLE OF THE THESIS (İngilizce / English): THE EFFECTS OF GENRE AND MODE IN
COMPUTER GAMES FOR ENGLISH LANGUAGE LEARNING
TEZİN TÜRÜ / DEGREE: Yüksek Lisans / Master Doktora / PhD
1. Tezin tamamı dünya çapında erişime açılacaktır. / Release the entire
work immediately for access worldwide.
2. Tez iki yıl süreyle erişime kapalı olacaktır. / Secure the entire work for
patent and/or proprietary purposes for a period of two years. *
3. Tez altı ay süreyle erişime kapalı olacaktır. / Secure the entire work for
period of six months. *
* Enstitü Yönetim Kurulu kararının basılı kopyası tezle birlikte kütüphaneye teslim edilecektir. /
A copy of the decision of the Institute Administrative Committee will be delivered to the library
together with the printed thesis.
Yazarın imzası / Signature ............................ Tarih / Date ............................
(Kütüphaneye teslim ettiğiniz tarih. Elle doldurulacaktır.)
(Library submission date. Please fill out by hand.)
Tezin son sayfasıdır. / This is the last page of the thesis/dissertation.