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

dc.contributor.authorLiqaa, Habeb
dc.contributor.authorPikhart, Marcel
dc.contributor.authorShakki, Farzaneh
dc.date.accessioned2025-12-05T13:02:39Z
dc.date.available2025-12-05T13:02:39Z
dc.date.issued2023
dc.description.abstractThe 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.formatp. 73-94
dc.identifier.doi10.22108/ARE.2022.135344.2001
dc.identifier.issn2252-0198
dc.identifier.obd43880262
dc.identifier.urihttp://hdl.handle.net/20.500.12603/1873
dc.language.isoeng
dc.peerreviewedyes
dc.publicationstatuspostprint
dc.publisherUniversity of Isfahan
dc.relation.ispartofApplied Research on English Language, volume 12, issue: 1eng
dc.relation.publisherversionhttps://are.ui.ac.ir/article_26986.html
dc.rights.accessOpen Access
dc.rights.licenseCC BY
dc.source.urlhttps://are.ui.ac.ir/article_26986.html
dc.subjectDigital Gamingeng
dc.subjectIncidental Learningeng
dc.subjectPsycholinguisticseng
dc.subjectSecond Language (L2) Acquisitioneng
dc.subjectVocabulary Learningeng
dc.titleDigital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Contexteng
dc.typearticle

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