Digital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Context
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18450%2F23%3A50020652" target="_blank" >RIV/62690094:18450/23:50020652 - isvavai.cz</a>
Result on the web
<a href="https://are.ui.ac.ir/article_26986.html" target="_blank" >https://are.ui.ac.ir/article_26986.html</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.22108/ARE.2022.135344.2001" target="_blank" >10.22108/ARE.2022.135344.2001</a>
Alternative languages
Result language
angličtina
Original language name
Digital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Context
Original language description
The use of digital games has increased dramatically in the last two decades due to the augmentation in the number of Personal Computers (PCs) and mobile devices worldwide. Not only can digital games be played for entertainment, but also, they may have both positive and negative effects on their players. Various effects of digital games on individuals’ levels of attention span, concentration, and addiction have already been tested by numerous studies; however, their impact on incidental Second Language (L2) acquisition is still untouched by language researchers. To address this lacuna, this is a longitudinal observational study that lasted for three months to investigate the impact of digital games played by young learners for entertainment at home on their unintentional acquisition of English as an L2. The age of the participants ranged from 8 to 14 years old, and the experiment was conducted during the Covid-19 pandemic in 2021. Three main games were played by the sample; namely, Free Fire, Minecraft, and Among Us. The findings revealed that digital gaming significantly influenced the vocabulary development of the participants, and gaming was a clear asset for their L2 acquisition. It was also found that the players’ level of vocabulary retention was high; however, two drawbacks were identified in this regard, namely, the prolonged screen time and vocabulary items specifically related to a given area of a particular game. Overall, this study can be an impetus for further research into evaluating the benefits or drawbacks of using digital games for specific aspects of L2 acquisition such as the development of cognitive abilities or enhanced understanding.
Czech name
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Czech description
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Classification
Type
J<sub>SC</sub> - Article in a specialist periodical, which is included in the SCOPUS database
CEP classification
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OECD FORD branch
50302 - Education, special (to gifted persons, those with learning disabilities)
Result continuities
Project
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Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2023
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Name of the periodical
Applied Research on English Language
ISSN
2252-0198
e-ISSN
2322-5343
Volume of the periodical
12
Issue of the periodical within the volume
1
Country of publishing house
IR - IRAN, ISLAMIC REPUBLIC OF
Number of pages
22
Pages from-to
73-94
UT code for WoS article
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EID of the result in the Scopus database
2-s2.0-85142233038