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Digital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Context

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dc.rights.license CC BY eng
dc.contributor.author Liqaa, Habeb cze
dc.contributor.author Pikhart, Marcel cze
dc.contributor.author Shakki, Farzaneh cze
dc.date.accessioned 2025-12-05T13:02:39Z
dc.date.available 2025-12-05T13:02:39Z
dc.date.issued 2023 eng
dc.identifier.issn 2252-0198 eng
dc.identifier.uri http://hdl.handle.net/20.500.12603/1873
dc.description.abstract 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. eng
dc.format p. 73-94 eng
dc.language.iso eng eng
dc.publisher University of Isfahan eng
dc.relation.ispartof Applied Research on English Language, volume 12, issue: 1 eng
dc.subject Digital Gaming eng
dc.subject Incidental Learning eng
dc.subject Psycholinguistics eng
dc.subject Second Language (L2) Acquisition eng
dc.subject Vocabulary Learning eng
dc.title Digital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Context eng
dc.type article eng
dc.identifier.obd 43880262 eng
dc.identifier.doi 10.22108/ARE.2022.135344.2001 eng
dc.publicationstatus postprint eng
dc.peerreviewed yes eng
dc.source.url https://are.ui.ac.ir/article_26986.html cze
dc.relation.publisherversion https://are.ui.ac.ir/article_26986.html eng
dc.rights.access Open Access eng


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