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Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary

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dc.contributor.author Sundqvist, Pia
dc.date.accessioned 2019-01-23T22:06:29Z
dc.date.available 2019-01-23T22:06:29Z
dc.date.issued 2019-02-01
dc.identifier.citation Sundqvist, P. (2019). Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary. Language Learning & Technology, 23(1), 87–113. https://doi.org/10125/44674
dc.identifier.issn 1094-3501
dc.identifier.uri http://hdl.handle.net/10125/44674
dc.description.abstract The purposes of this study are to examine the relation between playing commercial-off-the-shelf (COTS) games in the wild and L2 English vocabulary and to offer comparisons with non-gamers’ vocabulary. Data were collected from two samples of teenage L2 English learners in Sweden, Sample A (N = 1,069) and Sample B (N = 16). Questionnaires and English grades were collected from A and B, productive and receptive vocabulary tests from A, and interviews and essays from B. A quantitative-dominant mixed- methods approach was adopted. Results showed a significant positive correlation between time played and test scores. They also showed that time played was related to types of games played. Multiple regression analysis including time played and types of games as predictor variables and L2 vocabulary as the outcome variable showed that the effect from type disappeared when it was entered into the model, whereas time remained significant. A close examination of 45 words (productive test) revealed significantly higher scores for gamers (compared with non-gamers) at all vocabulary frequency levels, and for particularly difficult words. Overall, findings from Sample B regarding gaming habits and vocabulary (i.e., use of advanced or infrequent words in essays) reflected the results from Sample A, making it possible to conclude that playing COTS games matters for L2 learner vocabulary.
dc.publisher National Foreign Language Resource Center (NFLRC) at the University of Hawaii at Manoa||Center for Open Educational Resources and Language Learning (COERLL) at the University of Texas at Austin
dc.subject Gaming
dc.subject L2 Vocabulary
dc.subject Digital Wild
dc.subject Extramural English
dc.title Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
dc.type Article
dc.type.dcmi Text
dc.identifier.doi 10125/44674
prism.volume 23
prism.number 1
prism.startingpage 87
prism.endingpage 113
Appears in Collections: Volume 23 Number 1, February 2019 Special Issue: CALL in the Digital Wilds


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