Vocabulary learning has been traditionally considered central to second language learning. It may take place either intentionally, by means of deliberate attempts to commit factual information to memory, or incidentally, as a consequence of other cognitive processes involving comprehension. Video games, which have been extensively employed in educational contexts to understand lexical development in foreign languages, foster both exposure to and the production of authentic and meaning-focused vocabulary. An empirical study was conducted to explore the effect of playing an online multiplayer social deduction game (i.e., a game in which players attempt to uncover each other’s hidden role) on incidental and intentional second language (L2) voc...
Research has shown the potential of employing video game platforms for second language acquisition. ...
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to ...
This dissertation examined the affordances of commercially developed massively multiplayer online (r...
Vocabulary learning has been traditionally considered central to second language learning. It may ta...
Video games are potential sources of second language input; however, the medium’s fundamental charac...
In recent years, video games have slowly been gaining more traction as a learning tool in the academ...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...
The purpose of this study is to gain a better understanding of the usefulness of online videogames f...
The goal of the study was to investigate if there were any advantages acquiring verbs from playing v...
This small‐scale case‐study used research processes inherent in Grounded Theory to identify and expl...
Studies on digital game-based language learning (DGBLL) have increased in numbers, creating a pool o...
Video games that require players to utilize a target or second language to complete tasks have emerg...
This explorative study discusses several factors influencing incidental vocabulary acquisition in ge...
In recent years there has been a lot of interest in the potential role of digital games in language ...
As digital games have grown into a global cultural force during the last few decades, computer-assis...
Research has shown the potential of employing video game platforms for second language acquisition. ...
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to ...
This dissertation examined the affordances of commercially developed massively multiplayer online (r...
Vocabulary learning has been traditionally considered central to second language learning. It may ta...
Video games are potential sources of second language input; however, the medium’s fundamental charac...
In recent years, video games have slowly been gaining more traction as a learning tool in the academ...
AbstractResearch conducted on the potential and effectiveness of simulations and video games for lea...
The purpose of this study is to gain a better understanding of the usefulness of online videogames f...
The goal of the study was to investigate if there were any advantages acquiring verbs from playing v...
This small‐scale case‐study used research processes inherent in Grounded Theory to identify and expl...
Studies on digital game-based language learning (DGBLL) have increased in numbers, creating a pool o...
Video games that require players to utilize a target or second language to complete tasks have emerg...
This explorative study discusses several factors influencing incidental vocabulary acquisition in ge...
In recent years there has been a lot of interest in the potential role of digital games in language ...
As digital games have grown into a global cultural force during the last few decades, computer-assis...
Research has shown the potential of employing video game platforms for second language acquisition. ...
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to ...
This dissertation examined the affordances of commercially developed massively multiplayer online (r...