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CULTURE-LANGUAGES-MEDIA 

 

Independent Project with Specialization in English Studies and 

Education 

15 Credits, First Cycle 

 

 

L2 Vocabulary Learning through MMORPGs 

 

Att utöka sitt andraspråksordförråd genom att spela MMORPGs 

 

 

 

Aldina Saskin 

Nellie Stiberg 

       

Master of Arts in Upper Secondary Education, 300 credits  Examiner: Anna Wärnsby 

English Studies and Education  Supervisor: Henry King 

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Abstract 

The gaming community has grown significantly over the past two decades and is playing a major        role in learners’ English development. This literature study aims to examine to what extent there        is a correlation between playing massive multiplayer online role-playing games (MMORPGs) and        English learners' vocabulary acquisition as well as their motivation to learn. By going through        educational databases such as ERIC we found empirical studies relevant to our question. A total        of 10 empirical studies were included where all of these concerned vocabulary development and        6 concerning motivation. Researcher Pia Sundqvist contributed with several of her studies        regarding extramural English activities. Her results indicated that playing video games was one of        the most beneficial extramural activities from a second language learning perspective. Through        the research studies, it was found that playing MMORPGs has a positive effect on vocabulary        acquisition and helps the learner to stay motivated to learn English. However, none of these        research studies acknowledge the dangers of MMORPGs. Teachers and educators should be        aware of the potential MMORPGs hold regarding second language learning, and implement it in        teaching when possible. For further research it would be interesting to try a lesson plan that        includes MMORPGs. 

 

Keywords 

MMORPG, video games, vocabulary, second language learning, L2, motivation for language        learning. 

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Table of contents 

Abstract 2 

Table of contents 3 

1.1 Introduction 5 

1.2 Theoretical background 6 

2. Aim and research questions 8 

3. Methods 9  3.1 Inclusion 9  3.2 Exclusion 9  Table 1.1 10  4. Results 11  4.1 Quantitative studies 11  4.2 Qualitative studies 13  5. Discussion 17  5.1 Quantitative studies 17  5.2 Qualitative studies 18  5.3 Motivation 19 

5.4 Theories and curriculum 20 

5.5 Risks of MMORPGs 21 

5.6 Teaching implementation 22 

6. Conclusion 24 

6.1 Limitations 24 

6.2 Suggestions for further research 24 

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1.1 Introduction 

When communicating in the target language, one of the challenges learners face is vocabulary        acquisition. There are classical methods that educators work with to expand learners' vocabulary,        such as reading books and having a dictionary at hand. But with the new digital society, it should        be questioned if there are not more efficient tools than these (Bytheway, 2015). Extramural        activities such as watching TV, listening to music and playing video games are useful tools for        students to be exposed to English. The extramural English activities are affecting and changing        their approach to the subject of English in school. Some students claim they learn more English        outside of school rather than in school (Sundqvist, 2010). The question is, can teachers take        advantage of these extramural activities, and what can be learnt from them? This essay will focus        on the activity of video games, particularly massive multiplayer online role-playing games        (MMORPGs). 

 

MMORPG stands for Massive Multiplayer Online Role-playing Game and some popular        MMORPGs are World of Warcraft, Final Fantasy XIV and Tera. In MMORPGs, players can        either create or choose a character to complete quests or missions in a real-time open world        environment. To receive quests or missions, the player must interact with the non-playable        characters (NPCs) in the game. The player must understand the dialogue that appears when        interacting with the NPCs to succeed in quests. Usually, the quests are done in teams, also        known as parties. Therefore the players interact with each other in several ways, one of them        being a chat where they can type messages to each other. In-game, players can either choose to        message anyone that is in the same area as them, to specific people or their private party. The        main way of communicating in a party is to speak via a microphone and headphones, which        allows people from around the world to use English as they meet virtually. Communication        between party members often revolves around strategy and problem-solving, since some quests        require planning and collaborative effort. The communication with party members can also be        quite rapid, as entering fights against enemies can be quick and even chaotic sometimes, which        requires fast communication and output from the players. 

 

Gaming can be viewed simply as enjoyment and, perhaps to some people, a complete waste of        time. Parents and teachers may have concerns regarding students playing MMORPGs. Zhang et       

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al. (2017) and Alwahtani (2016) acknowledge these concerns in their articles by saying that there        is a risk for gaming addiction, leading to negative effects on students' education and health        problems due to lack of physical movement. These concerns should not be overlooked, but        taken into account and weighed with the positive effects of gaming. In 2014 Blizzard        Entertainment revealed that they had 10 million subscribers to World of Warcraft (WoW),        thereby being the most popular MMORPG. According to SCB (2020), 27% of all boys aged        12-18 play at least three hours of video games per day. Firstly, since it is such a popular        game-genre, it means that MMORPGs are highly significant to investigate further with second        language learning in mind. Secondly, since the percentage shown by SCB applies to boys and not        girls, it is also worth discussing the differences between genders regarding gaming in correlation        with L2 vocabulary acquisition. 

1.2 Theoretical background 

Theories relevant to the issue of learning vocabulary through gaming are collaborative learning        and Vygotsky’s sociocultural theory. Simin Ghavifekr (2020) explains collaborative learning as a        motivational strategy where a small group of people try to achieve a learning outcome. Ghavifekr        further points out that learning through social interaction can be seen as a collaborative learning        process, and that this type of learning facilitates the development of social interaction skills. The        second theory relevant to the interaction of gaming is Vygotsky’s sociocultural theory, as        Vygotsky advocates for language development through social interaction. Vygotsky’s zone of        proximal development (ZPD) is where the learner’s current ability is facing an appropriate        amount of challenge to develop further language skills (Vygotsky & Cole, 1978). The        development can be supported through collaborative learning, similarly to the setting of playing        MMORPGs. 

 

In this essay, the Swedish curriculum for upper secondary school (Lgy11) will be included, since        the research question targets ages 15-19. The curriculum for upper secondary school states that        the purpose of the subject is to firstly, to give students opportunities to develop a        communicative skill that includes reception, production and interaction. Reception is when the        learner understands spoken language and texts. Production and interaction means that the        learner is able to phrase themselves and interact with people, through both speech and writing.        Secondly, students should also be given opportunities to develop confidence in communication,        with the ability to express themselves with variation and complexity. Thirdly, the knowledge       

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be able to express themselves clearly, phrase themselves relatively casually and do this with        fluency (Skolverket, 2011).  

 

As video gaming has become a highly popular activity among people across the world and a new        way of communicating globally (Blizzard entertainment, 2014), it is relevant as an English        teacher to stay updated and look for what benefits gaming has on L2 English learning (Li, 2019).        Even though English is taught in the classroom, it is as important to draw the benefits from        other types of language learning activities outside of the school context and encourage students        to do these types of activities. If an extramural activity, such as playing video games, positively        affects learning outcomes, there might be something to learn from and implement in teaching        (Sundqvist, 2010). 

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2. Aim and research questions 

This literature study aims to find to what extent there is a correlation between playing        MMORPGs and second language English vocabulary acquisition and discuss the factors to this.        This paper will summarize and discuss the research made in the subject of gaming, specifically        MMORPGs and vocabulary. These aims lead to the following research questions: 

- To what extent is there a correlation between playing MMORPGs and improving        English vocabulary among L2 English learners? 

- What effects does MMORPGs have on motivation for second language learning? 

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3. Methods 

In this essay, we have retrieved research from empirical studies. The primary method for        collecting these has been through educational databases, foremost Education Resources        Information Center (ERIC), but also Swepub and Libsearch through the library of Malmö        University. However, some publications could not be viewed in full text and therefore, Google        Scholar was used to find specific articles in full-text. The following search terms were used in        different constellations to find relevant studies.  

 

- Video games 

- MMORPG 

- Vocabulary 

- EFL  (English  as  a  Foreign  Language) 

- ESL (English as a Second Language) 

- Extramural English  - English  - DGBLL  (Digital  Game-Based  Language Learning)  - L2 (Second language)   

3.1 Inclusion  

To make sure the research found is of relevance, the timespan was limited to 2004-2020, since        2004 was when World of Warcraft (WoW), the most dominant MMORPG, was released and can        be seen as a starting point for modern MMORPGs. The age range is limited to 15-19 however,        some empirical studies regarding younger or older participants are still included since their results        are applicable to most ages. A total of 10 empirical studies were included in this essay      ​. ​These    articles are carefully chosen based on the fact that they have done empirical research on the topic        of MMORPG combined with vocabulary acquisition and that they were written by researchers        within the field of education. A Canadian study with L2 German learning was included even        though German was the target language since it is still significant to the research questions        because it brings a new context and perspective to MMORPGs and second language learning. 

3.2 Exclusion 

The topic of video games is wide, with lots of different variations to games and therefore we        found it necessary to narrow it down to one genre, specifically MMORPGs, thus offline and        single-player video games were excluded. Even though they can be educative and helpful in        second language development, they are not relevant in this essay. When looking for research we       

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excluded one-case studies since these only facilitate research based on one participant and are        therefore not reliable enough. Literature studies were excluded since the focus of the essay is        empirical research. The first row of table 1.1 displays the number of empirical studies that was        first collected and the second row those who were included.  

Table 1.1 

   

 

 

Number of references considered  36  Number of references included  10 

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4. Results 

In this section, we present the gathered results from empirical studies to answer our research        questions. The paragraphs are divided into each study that was found and are organized by the        two types of studies that were conducted, quantitative and qualitative.       ​Pia Sundqvist has done        research on the topic extramural activities where playing video games is an important variable.        The first following paragraphs summarizes four of her conducted studies with and without        collaboration with other researchers.  

 

4.1 Quantitative studies 

Sundqvist’s (2009) study     ​“Extramural English Matters'' examines extramural English activities        and their influence on oral and vocabulary proficiency. Her research question was to find if        extramural English activities have an impact on oral and vocabulary proficiency among students.        Sundqvist answered her question by creating a study that consisted of two pilot studies in        preparation for the main study, a questionnaire, a language diary, five oral tests, a proficiency test        and a vocabulary test. 74 participants in grade nine from three different schools in Sweden        completed the study. In the results, it was revealed that there is a connection between time spent        on extramural activities and vocabulary proficiency. The top eight scoring students reported        spending most of their extramural time on gaming. These students also reported speaking        English with foreigners, one stating doing this while playing video games. The eight        lowest-scoring students reported spending a smaller amount of time on extramural activities on        average.  

 

Similar to her previous study, Sundqvist (2010) made a research paper called “Extramural        Engelska: En möjlig väg till studieframgång” (Extramural English: A possibility for succeeding in        studies). Her research question was if extramural English has any effect on pupils' oral        proficiency and vocabulary acquisition. 80 Swedish ESL students aged 15-16 in secondary school        kept language-diaries for two weeks and answered questions through a survey. In addition to        this, Sundqvist interviewed 8 of the participants. The participants completed the survey that        contained questions about their habits regarding extramural activities. The language-diary was        used to keep track of the hours spent on extramural activities such as reading books, reading        newspapers, watching TV, watching movies, surfing the web, playing video games and listening        to music. The results showed that active activities, such as playing video games had a much       

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greater effect on the pupil’s vocabulary acquisition rather than passive activities like listening to        music. Sundqvist concludes that extramural English is an important factor in students’ English        learning process.  

 

Sundqvist makes another contribution in collaboration with Liss Kerstin Sylvén with their study        “Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners”        (2012). They explore how gaming can enhance English L2 learning and how it affects L2        proficiency. One of their research questions is to examine if there is a positive correlation        between learners’ L2 proficiency and their engagement in extramural English activities. To        answer the question, the study consisted of a questionnaire, a language diary, three proficiency        tests and a number of 86 participants in Sweden, aged 11-12 with differing gaming habits. The        participants in this study are younger than our target group however, the results show the same        pattern regarding gaming in correlation with vocabulary acquisition as the other studies by        Sundqvist, and is therefore still relevant to our paper. The participants were divided into three        digital game groups: non-gamers, moderate gamers and frequent gamers. In the results, it was        found that there is a positive correlation between the learners’ L2 proficiency and their        engagement in extramural English activities, significantly when it comes to playing video games.        The total score of the tests improved with each digital game group, as the frequent gamers had a        higher total mean score than the moderate gamers, who then had a higher score than        non-gamers. Regarding motivation, Sundqvist and Sylvén mentioned that activities such as        gaming are chosen by the individuals themselves, which leads to motivation to do well and        improve in those games.  

 

Sundqvist and Peter Wikström’s (2015) study “Out-of-school digital gameplay and in-school L2        English vocabulary outcomes” researches out-of-school gaming and how it affects L2 English        vocabulary outcomes in school. Two of the main questions were to examine to what extent there        is a positive correlation between gaming and L2 English vocabulary and if there is a correlation        between gaming and grading outcomes.         ​Empirical data that is presented in the paper was        collected through a questionnaire, language diaries, vocabulary tests, assessed essays, and final        grades. The participants in the study consisted of 80 ninth-graders in Sweden, aged 15-16. Three        digital game groups were created from the gaming habits the participants had presented:        non-gamers, moderate gamers and frequent gamers. The results did not show a correlation        between gaming and learning outcomes in total, however, on the vocabulary tests, there was a       

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significant difference on outcomes on a sample level, where frequent gamers performed better        than the two other digital game groups. 

 

Ya-Chen Chien (2019) did a study called “The Language of Massively Multiplayer Online        Games: A Study of Vocabulary in Minecraft Gameplay” that reveals interesting results on the        vocabulary of the game Minecraft. Some may argue that Minecraft isn’t an MMORPG, but we        find it relevant to include since it can be played as multiplayer and has the aspects of an        MMORPG. Her first research question was to examine the language within the game Minecraft,        as well as the language gamers use while playing it. To investigate this, she analyzed the        vocabulary in 106 Minecraft videos from youtube and the results showed that to understand        95% of the language used, watchers need to know at least 4000-6000 English word families.        Chien concluded the study claiming that Minecraft is a beneficial vocabulary learning        environment for English learning students.  

4.2 Qualitative studies 

Mark Peterson’s (2011) study “Digital gaming and second language development: Japanese        learners interactions in an MMORPG” investigates digital gaming and second language        development through a Japanese study he conducted in 2010. Regarding the aspect of        motivation, Peterson states that motivation is necessary to succeed in learning and that        motivation within MMORPGs derives from aspects such as purposeful activities and challenging        gameplay. His aim with this study was to find the significant features of learner interaction and        what the learners’ attitudes are towards gameplay. Seven EFL Japanese students, aged 24-27,        participated in the study by answering a questionnaire as a pre-study. Even though the age of the        participants is not the target age in our paper, the study is still relevant since the results do not        raise this aspect. After the questionnaire, they played the MMORPG Allods Online, where        messages and conversations were saved as data for the study. To track the learners’ attitudes,        another questionnaire was conducted after the playing sessions. The learners answered that        problems occurred while interacting and playing in the beginning however, all except one        participant managed to overcome these obstacles by the second session. The participants also        experienced that communication through the game allowed more free expression than in a        regular class. A majority answered that playing the game had a positive impact regarding their        vocabulary learning.  

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Min Lun Wu, Kari Richards and Guan Kung Saw (2014) contribute with their research study        “Examining a Massive Multiplayer Online Role-Playing Game as a Digital Game-Based Learning        Platform”. They included 19 ESL learners from Taiwan and the US with little or no experience        in gaming. In their study, they examine what motivation factors of the MMORPG Everquest 2        non-gamers perceive as best for target language use. First, they let the participants fill out a        survey to confirm that they had little or no experience in gaming. The participants played one        hour of Everquest 2 and were later on interviewed on their experience. From the observations in        game-play, it was found that all players actively sought to interact with NPCs and PCs. All        participants agreed that the motivation to play was within three components: relatedness,        achievement and autonomy. The new players in this study emphasized relatedness as a        motivation to play which in turn connects with interaction. All new players were positive that        MMORPGs would enhance their English skills.  

 

Julie Bytheway (2015) contributes to the topic with her study “A taxonomy of vocabulary        learning strategies used in massively multiplayer online role-playing games''. She identifies what        vocabulary strategies ESL learners use when playing MMORPGs, and how these compare to        vocabulary strategies in other contexts. She recruited six male ESL expert gamers (plays 5-40        hours a week for more than 4 years) at universities in New Zealand and the Netherlands. She        interviewed the gamers and video-recorded them during 5 hours of playing WoW. From this        Bytheway identified 15 vocabulary strategies and some of these were in line with grounded        theory. Some strategies were similar to real-world-strategies, i.e. interaction with other players        can be compared to interaction with other people and looking up words in dictionaries/Google        is the same as real-world vocabulary strategies. However, there were some strategies specifically        related to gaming, such as playing the game in the target language and observing players. Even        though the participants were older than our target group, the results are not specified to age and        are therefore applicable to this essay. Bytheway discovered that none of the players had a strategy        to keep themselves motivated to learn, since the game-play was a motivation in itself. Bytheway        concluded that gamers are active vocabulary learners since they need the vocabulary to succeed        in the game.  

 

Kyle Scholz (2017) study “Encouraging Free Play: Extramural Digital Game-Based Language        Learning as a Complex Adaptive System” examines extramural digital game-based language        learning. His question was to find to what extent gameplay contributes to second language       

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with the age range from 15-37. Even though the age range of the participants in this study is        wider than the age range we target, the study is still relevant to use, as it does include our target        group. The data was taken from a course of four months, where the participants were asked to        play the MMORPG WoW in German for a minimum of ten hours. Other information about the        participants was collected through in-game and in-person group communication, questionnaires        and concluding interviews. The total time spent on playing WoW among the participants was        202 hours. In the results, it is shown that linguistic constructions were developed due to the        experiences of playing the game, and were then produced while interacting during gameplay.        Scholz then concluded that there are advantages with seeking out the gameplay in the language        one wants to develop or learn, as it shows beneficial effects towards second language learning.    

Juan Li’s (2019) study “The Role of Massively Multiplayer Role-Playing games in facilitating        vocabulary acquisition for English language learners: A mixed-methods study” identifies “What        factors predict MMORPG players’ preference for using MMORPG to acquire English        vocabulary?” (p. 7) and “why are the factors, tested from the first phase of the study, significant        predictors of players’ preference for using MMORPGs to facilitate English vocabulary        acquisition?” (p. 9). He did this by publishing a survey on Reddit whereas 371 people joined, 330        of these males. As well as this quantitative survey, qualitative research was made, with 11        carefully selected participants. These were chosen based on their willingness and their answers in        the survey. Li did observations, interviews and audiovisuals for these participants. Li recognized        vocabulary strategies the gamers used while playing and compared these to Bytheway’s (2015)        findings. The results revealed that all participants were positive that MMORPGs had helped        them in their language learning and that they felt motivated to learn English from playing        MMORPGs. In the interviews, he asked them if they had any suggestions on how to implement        MMORPGs in the classroom. While admitting that English in the traditional classroom was        boring and that incorporating MMORPGs will be challenging, there were suggestions on making        an educational game that can be used in the classroom. However, unlike the already existing        educational games, this would be game-first, meaning that the player wouldn’t think about        school during the play, but be motivated to learn English to win the game.  

 

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5. Discussion 

In this section, we will be discussing interesting findings from the results. Firstly, we will discuss        what the studies discovered connected to each of our research questions. Regarding vocabulary        acquisition, we will firstly discuss the results of the quantitative studies and then the qualitative        ones. Further, we will acknowledge the dangers of MMORPGs and finally, discuss how these        correlate with the previously mentioned theories and the Swedish curriculum.  

 

5.1 Quantitative studies 

In the quantitative category, the studies consist of a large number of participants, and their        results are mainly based on test scores and questionnaires. The majority of the quantitative        studies used in this paper are by Sundqvist, who has done multiple studies with similar research        questions. In her study with Sylvén (2012), scores in all conducted tests improved with each        digital game group, which demonstrates a pattern that there is a positive correlation between        gaming and language development. However, in her study with Wikström (2015), non-gamers        received higher essay grades than moderate gamers, while frequent gamers again performed the        best. The reason for this is that non-gamers had written longer essays than moderate gamers, and        even though frequent gamers wrote the shortest essays, they still received a higher grade since        they used the most advanced vocabulary. This is interesting since this breaks the pattern that is        seen in the study made with Sylvén, where moderate gamers performed better than non-gamers.        Sundqvist & Wikström state that improvement and language development occurred significantly        with non-gamers and frequent gamers, but not with moderate gamers. They explain that there        seems to be a certain threshold for when gaming makes a difference for language development,        which may explain why non-gamers received higher grades than moderate gamers. 

 

Something to take into consideration when looking at the results is the socioeconomic        background of the participants, as this can affect their options on extramural English activities.        Even though the results clearly show a positive correlation between gaming and L2 vocabulary        learning, it is important to understand that not everyone has the same conditions and are able to        play video games the same as the frequent gamers. Sundqvist (2010) states that extramural        English is an independent variable, without any correlation to socioeconomic background        however, this is something to be critical of, since being able to access or afford books, movies or       

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hard for people in different socioeconomic groups to have the same possibilities using video        games as a way of improving L2 English vocabulary.  

 

Regarding performance among gender, a study by Sundqvist and Wikström (2015) reveals that        the boys outperformed girls in the vocabulary tests. However, this does most likely not depend        on gender itself. The given explanation is that firstly, boys generally spend more time playing        video games, which is shown to have a positive impact on vocabulary development. Secondly,        the games boys generally prefer may benefit language development more than the games girls        choose. Sundqvist (2009) states that girls play more offline single-player games, such as the Sims,        while boys tend to play MMORPGs more often, like World of Warcraft. MMORPGs are more        likely to open up opportunities for social interaction and communication, and could therefore be        more beneficial for language or vocabulary development, which explains why the boys        outperformed the girls. 

 

Unlike the other quantitative studies, Chien (2019) researched gaming videos rather than        participants playing. Chien examined the language used in the video game Minecraft and came to        the conclusion that in order to understand 95% of the words, the watchers need to have at least        4000-6000 word families in their vocabulary. This is interesting since it reveals that gamers are        exposed to a rather advanced level of English.  

5.2 Qualitative studies  

When including studies in the qualitative category, we chose to include those that had few        participants but more detailed methods. The studies’ methods were foremost observations and        interviews. The number of qualitative studies is five and they came to rather different        conclusions most likely because they were looking for different things. Bytheway (2015) revealed        the awareness players hold regarding vocabulary strategies while playing MMORPGs. The        participants in her study were all experienced players and shared mostly the same vocabulary        strategies such as playing the game in the target language, looking up unknown words in        dictionaries and requesting as well as giving explanations. Although there were only six        participants, it is interesting to find that all of them shared strategies, and were motivated to learn        new words. This indicates that MMORPGs encourage players to increase their vocabulary.        Similar to Bytheway, Peterson (2011) discovered that the players used strategies to communicate        while playing. However, while Bytheway’s participants were focused on vocabulary strategies,        Peterson’s were determined to find strategies in chat and voice function to communicate with       

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each other. The keyword for their studies are strategies, which are important in language        learning. However, these studies did not measure the effect MMORPGs have on the        participant’s overall language development. Li (2019) concluded his study by claiming that the        traditional strategies to learn vocabulary are plain out boring. His participants agreed that both        the advanced English learners and the novice learners found the lectures and activities boring        and would rather learn English through MMORPGs. Similar to how Bytheway uses strategies to        learn vocabulary and Peterson determines how players use strategies to communicate through        games, Li suggests using MMORPGs as a strategy in the English classroom. Through the        interviews he lets the participants explore and suggest ideas of how to incorporate MMORPGs        in the classroom and as a strategy to streamline English language learning.  

 

Unlike the other qualitative studies, Wu et al. (2014) and Sholz (2016) found other interesting        results regarding language development. Wu et al. study was interesting since they dealt with        participants who had little or no experience in gaming. This provides excellent data for what to        expect when incorporating gaming in the classroom with inexperienced students. All participants        were positive to the fact that MMORPGs could enhance their English skills and all sought to        interact with other players in the game. However, they found that an hour of gameplay was too        little time to settle into the game, and therefore the results are to be taken with caution. It should        be noted from this study that for students to benefit from playing, it should be more than one        hour of gameplay. Unlike Bytheway, Peterson and Li, Wu et al. never determined any strategies        the participants used, perhaps because the study was aimed differently than the previously        mentioned. Scholz's study was interesting since it dealt with playing MMORPGs in a different        target language than English. The players were all German learners and were positive to the fact        that MMORPGs would enhance their German acquisition. This suggests that playing        MMORPGs is not only relevant and beneficial for English learners but also for any second        language learner.  

 

5.3 Motivation 

Li (2019) claims that in traditional classrooms teachers have to work hard to keep students        motivated to learn. Li also revealed that all participants interviewed in his research found the        English classroom boring even though they used English regularly in their personal life and        regardless of their English proficiency. Majority of the included studies mentioned the factor       

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gamers used to learn vocabulary however, it was found that there was no need for a motivational        strategy since the task of gaming was motivating in itself. While playing MMORPGs they are        focused and motivated to complete tasks for hours at length. 

 

What if gaming can help students stay motivated to learn English in the classrooms? Wu et al.        (2014) mention that three psychological aspects keep gamers motivated to play MMORPGs, and        those are relatedness (a sense of community), achievement (completing quests) and autonomy        (willingness to complete a task). Even if it would be difficult to integrate gaming in education,        perhaps these components could be transferred to the classroom. The participants in Li’s (2019)        study suggested that rewards could be offered in the classroom when students had completed a        task to keep them motivated. One participant drew connections to their gameplay where they        had completed in-game quests that weren't necessarily fun to do, but the reward motivated them        to complete the task anyway. If this was to be implemented in the classroom, the achievement        aspect Wu et. al (2014) mentions would be in place. Peterson (2011) mentions that motivation is        crucial to learning, and while students are motivated to complete tasks in school to keep their        grades up, perhaps there should be a short-term reward as well to keep school more similar to        the gaming world. In conclusion, motivation is crucial to keep moving forward in language        learning. While schools are struggling to keep students motivated (Li, 2019), MMORPGs keep        the students focused for hours at length (Bytheway, 2015). Perhaps the education system should        have a look at what the gaming community is doing right.  

 

All of the results point in one direction, that playing MMORPGs is great from a second language        learning perspective. However, these results should be questioned and examined further. All of        the participants in Bytheway’s (2015) and Li’s (2019) study were already pro-gamers, keen to give        a positive perspective of MMORPGs, therefore there is a risk that those included in the research        are biased. With this in mind, the results should not be interpreted as untrue but should be        handled with caution.  

 

5.4 Theories and curriculum 

The outcomes of the results do correlate with previously mentioned theories, for example,        collaborative learning. In Peterson’s study (2011), participants socially interacted with each other        during gameplay to finish quests and to help each other navigate through the game, which in this        case, is a form of collaborative learning. When participants struggled with knowing how to do       

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tasks in the game, such as jumping, finding places on the map and so forth, they asked other        players for help, who then responded with the answer to their question. In other words, the        participants managed to overcome obstacles and learn new things related to the game through        collaboration and social interaction. Vygotsky’s theory also supports social interaction and the        zone of proximal development, which is present in Peterson’s study as well, as the participants        were challenged enough to seek support, and then managed their task with the support given.        Peterson’s study demonstrates an example of how video games facilitate collaborative learning        and social interaction. This may explain how the frequent gamers in the quantitative studies        acquired their level of vocabulary acquisition, and how the outcome of the results came to be.    

In the National Curriculum for upper secondary school, it is stated that students should be given        opportunities to develop communicative skills that include reception, production and interaction        (Skolverket, 2011). In an MMORPG, reception would occur when players understand the texts        or conversations that take place in the game, or in a call with party members. Production would        occur when the player produces words by either typing to other players in chat or speaking to        party members via microphone, which in this case would also be considered as interaction. Wu        et al. (2014) mention that all participants in their study actively sought to interact with NPCs and        PCs. MMORPG is a genre where interaction plays an essential part. The National Curriculum        also states that students should be given opportunities to develop confidence in oral        communication, with the ability to express themselves with fluency, variation and complexity        (Skolverket, 2011). In Sundqvist’s studies, it is shown in the results that the frequent gamers had        the most advanced vocabulary, which can be seen as a sign of being able to use a variety of        words and therefore produce more complex sentences. In the knowledge requirements for        English 5, 6 and 7, it is stated that the student should be able to express and phrase themselves        with fluency, in order to receive the highest grade (Skolverket, 2011). Being put in situations        where social interactions in the target language occur, for example playing MMORPGs, can be        considered as an opportunity to develop fluency. These opportunities may not only give the        learner time to build vocabulary, but also the time to use it. 

 

5.5 Risks of MMORPGs 

An aspect none of the studies has mentioned is the risks of playing MMORPGs. People are        suffering from gaming addiction, leading to isolation with social and health issues (Alqahtani,       

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that it will result in learning development; however, none of these research studies mentions the        dangers of gaming. The media's view on video gaming according to SVT’s article “Föräldrar        oroliga för barnens datorspelande” (Parents concerned with their children gaming) by Elisabet        Åberg (2014), is that there is a concern among parents that video games cause health issues and        addiction which may affect their children. These issues consist of headaches, difficulties        concentrating, sleeping problems etc. This is the disadvantage of gaming, and boundaries need to        be set when committing to these activities. According to a study by Jean Oggins and Jeremy        Sammis (2012), 73 % of 438 World of Warcraft players stated that they may be developing an        addiction or experience frequent problems because of gaming. Signs of video game addiction        that were mentioned in the study are for example: thinking about video games while not playing,        using games as a way of escaping problems or negative emotions and lastly, being unable to stop        playing. Another issue that Oggins and Sammis discuss which may occur with gaming addiction,        is the impact it has on social relationships, such as family, friends or romantic partners. Being        addicted to gaming can cause isolation from other people. These aspects should be taken into        account with the results of the research that has been made. Playing MMORPGs does lead to        fluency in the target language and positively impacts second language learning. To gain the        benefits and to abstain the risks, there must be boundaries regarding the time spent on gaming.  

5.6 Teaching implementation 

It has been settled that playing MMORPGs leads to second language learning, but several        technical issues must be taken into account when implementing this in teaching. If students were        to play MMORPGs in the classroom they must be equipped with the required devices. This        means that each student needs to have a computer that is good enough for an MMORPG. In        upper secondary school in Sweden, most students are lent a computer for their studies, but it’s        not given that they are fitted to run such advanced games. Most MMORPGs have a        one-payment or a monthly fee which the school would have to finance. Some MMORPGs are        free-to-play, which might be a better suggestion for education. However, some of the        MMORPGs involve violence and illegal actions which the schools should not promote.        Therefore the school needs to be very considerate when choosing what games to incorporate.   

In addition to the risks of MMORPGs that need to be weighed with the benefits, one should        question how a lesson plan including MMORPGs should be designed. If one were to look        beyond the practical issues of including MMORPGs in their teaching, there are still obstacles to        overcome. All of the studies agree upon MMORGPs are enhancing language learning and       

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players fluency in the target language, but none of them, except for Li (2019), actually suggest a        plan on how to incorporate it within education. If MMORPGs were to become a digital tool for        language learning within education, there is a need for examples of activities and lesson plans of        how to practically incorporate it in teaching. Beyond this, one should question if the students'        attitudes towards gaming would change if it became a school activity. The following paragraph        presents some suggestions, but neither of them incorporates MMORPGs within the classroom.    

Sundqvist (2012, 2009, 2010) suggests using MMORPGs as an extramural activity at home.        Similar to what she has done in her studies, the students are not required to play video games in        school, but they can use their gaming time as a resource for language learning. This way, video        games become an option rather than a constraint. If the students are gamers, they can keep a        language diary while playing and thereby become aware of the vocabulary they learn. Students        who are unwilling to play and prefer other extramural English activities such as watching movies,        browsing the web etc. can do those instead.  

 

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6. Conclusion 

Our first aim with this paper was to find to what extent there is a correlation between playing        MMORPGs and L2 English vocabulary learning. In the results, it was found that playing        MMORPGs did positively correlate with L2 vocabulary learning, as participants scored high on        vocabulary tests or developed their vocabulary while playing the game genre in question. Our        second aim was to find what effects MMORPGs have on motivation for L2 learning. The results        showed that gaming could motivate students to learn English, as it is required to understand the        language in the game to complete tasks and quests. Teachers should become aware of        MMORPGs and their benefits in language learning since gaming is highly popular and has        become a way of communicating with other people globally. On the other hand, there are many        risks with playing MMORPGs, and this needs to be considered before incorporating it in        education. As there are advantages when playing MMORPGs, teachers could include these in        their education, either as an extramural activity or in the classroom. For example, students could        be given language diaries to keep track of their vocabulary development during gameplay or be        allowed to play an MMORPG in school while actively communicating in English. 

6.1 Limitations 

There are limitations to this literary study, as the research field of gaming in correlation to        language learning is relatively new. Finding studies that were specific to MMORPGs and L2        English vocabulary learning was a challenge at first, but was still manageable as we later found        new keywords that helped us find more relevant articles to the subject matter.  

6.2 Suggestions for further research

 

Like previously mentioned, there has been research regarding the correlation between gaming        and language acquisition, but very little has been done regarding implementation of gaming in        the second language classroom. Therefore, we would find it interesting to develop a lesson plan        involving playing MMORPGs in the classroom and then analyze the results. For example, what        the reactions from frequent-gamers and non-gamers.  

     

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7. References 

Alqahtani, S. (2016). Saudi EFL Students’ Attitudes towards Communicating in English while  Immersed in Virtual Platforms. Arab World English Journal, 7 (4). 329-349. DOI:  dx.doi.org/10.24093/awej/vol7no4.22  

Blizzard Entertainment. (2014). World of Warcraft surpasses 10 million subscribers as Warlords  of Draenor launch begins. Retrieved from: "WORLD OF WARCRAFT® SURPASSES  10 MILLION SUBSCRIBERS AS WARLORDS OF DRAENOR™ LAUNCH 

BEGINS"  

Bytheway, J. (2015). A Taxonomy of vocabulary learning strategies used in massively multiplayer  online role-playing games. ​CALICO Journal, 32 ​(3). 508-527. DOI : 

10.1558/cj.v32i3.26787  

Chien, Y. (2019). The Language of Massively Multiplayer Online Gamers: A Study of Vocabulary  in Minecraft Gameplay. ​The Electronic Journal for English as a Second Language, 23 ​(3). 1-16.  Ghavifekr, S. (2020). Collaborative Learning: A Key to Enhance Students’ Social Interaction  

Skills. ​Malaysian Online Journal of Educational Sciences, 8​(4). 9-21.  

Li, J. (2019). ​The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition  for English Language Learners: A Mixed-Methods Study.​ (Doctor of philosophy learning  sciences, All Dissertations, 2342). Clemson University. Retrieved from: ​The Role of  Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for  English Language Learners: A Mixed-Methods Study  

Oggins, J., Sammis, J. (2012). Notions of Video Game Addiction and Their Relation to  Self-Reported Addiction Among Players of World of Warcraft. ​International Journal of  Mental Health and Addiction​, ​10​(2), 210-230. ​http://doi.org/10.1007/s11469-010-9309-y  Peterson, M. (2011). Digital gaming and second language development: Japanese learners 

interactions in a MMORPG. ​Digital Culture & Education, 3 ​(1). 56-73. 

SCB ​statistikdatabasen. [Barns internetanvändning m.m. på fritiden 2018-2019]: Statistical  database. (2020). Stockholm: Statistiska centralbyrån. Retrieved from: 

https://www.scb.se/hitta-statistik/statistik-efter-amne/levnadsforhallanden/levnadsfor  allande/undersokningarna-av-barns-levnadsforhallanden/ 

Scholz, K. (2016). Encouraging Free Play: Extramural Digital Game-Based Language Learning as  a Complex Adaptive System. ​CALICO Journal, 34​(1), 39–57. 

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gymnasieskolan 

Sundqvist, P., Sylvén, L.K. (2012). Gaming as extramural English L2 Learning and L2  Proficiency among young learners. ​ReCall, 24​(3)​, 

302-321.doi:10.1017/S095834401200016X   

Sundqvist, P., Wikström, P. (2015). Out-of-school digital gameplay and in-school L2 English  vocabulary outcomes. System, 51, 65-76. https://doi.org/10.1016/j.system.2015.04.001  Sundqvist, P. (2010). Extramural Engelska - en möjlig väg till studieframgång. ​KAPET. Karlstads 

universitets pedagogiska tidskrift, 6 ​(1), 94-109. 

Sundqvist, P. (2009) ​Extramural English Matters. ​(Dissertation, Karlstad University, 2009:55).  Karlstad: Karlstad University Studies Available: 

https://www.diva-portal.org/smash/get/diva2:275141/FULLTEXT03.pdf 

Vygotsky, L. & Cole, M. (1978). ​Mind in Society: The Development of Higher Psychological Processes​.  Cambridge: Harvard University Press. 

Wu, L. M., Richards, K., Kung Saw, G. (2014). Examining a Massive Multiplayer Online  Role-playing Game as a Digital Game-Based Learning Platform. ​Computers in the Schools  (31:1-2)​, 65-83, DOI: 10.1080/07380569.2013.878975 

Zhang, Y., Song, H., Lio, X., Tang, D., Chen, Y., Zhang, X. (2017). Language Learning        Enhanced 

by Massive Multiple Online Role-playing Games (MMORPGs) and the Underlying  Behavioural and Neural Mechanisms. ​Frontiers in Human Neuroscience, 11 ​(95), 1-7, DOI:  10.3389/fnhum.2017.00095 

Åberg, E. (23 January 2014). Föräldrar oroliga för barnens datorspelande. SVT Nyheter. 

https://www.svt.se/nyheter/inrikes/foraldrar-oroliga-for-barnens-datorspelande   

   

References

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