Digital games have been widely praised by computer-assisted language learning (CALL) researchers and practitioners. Drawing on usage-based theories of language acquisition (e.g. Ellis, Stud Second Lang Acquis 24:297–339, 2002), researchers have argued that the extensive input and meaningful interaction that many games provide can create a virtual environment conducive to second-language (L2) learning (e.g. Dixon & Christison, L2 gamers’ use of learning and communication strategies in massively multiplayer online games (MMOs): an analysis of L2 interaction in virtual online environments. In: Kelch KB, Byun P, Safavi S, Cervantes S (eds) CALL theory applications for online TESOL education. IGI Global, pp 296–321. https://doi.org/10.4018/978-1-7998-6609-1.ch013 , 2021; Peterson, Comput Assist Lang Learn 29(7):1181–1194. https://doi.org/10.1080/09588221.2016.1197949 , 2016; Reinhardt, Gameful second and foreign language teaching and learning: theory, research, and practice. Palgrave. https://doi.org/10.1007/978-3-030-04729-0 , 2019). While research generally supports games as being effective environments for L2 learning, it is critical to highlight that findings cannot always be generalized to broader populations of games. Because games have such a wide variety of designs and drastic differences in gameplay, generalizations from one game to others, even those marketed as being in the same genre, can lead to specious applications of research findings (Reinhardt, Not all MMOs are created equal: a design-informed approach to the study of L2 learning in multiplayer online games. In Peterson M, Yamazaki K, Thomas M (eds) Digital games and language learning: theory, development and implementation. Bloomsbury, 2021). In recent years, to address this issue, researchers have targeted specific design features or game mechanics to better generalize results from one game to other games that share those mechanics. This entry gives an overview of game mechanics as they have been defined in the field of game design and targeted in DGBLLT research. The entry concludes with direction for future research in this domain.

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Game Mechanics and Design Features for DGBLLT

  • Daniel H. Dixon,
  • Anton Vegel

摘要

Digital games have been widely praised by computer-assisted language learning (CALL) researchers and practitioners. Drawing on usage-based theories of language acquisition (e.g. Ellis, Stud Second Lang Acquis 24:297–339, 2002), researchers have argued that the extensive input and meaningful interaction that many games provide can create a virtual environment conducive to second-language (L2) learning (e.g. Dixon & Christison, L2 gamers’ use of learning and communication strategies in massively multiplayer online games (MMOs): an analysis of L2 interaction in virtual online environments. In: Kelch KB, Byun P, Safavi S, Cervantes S (eds) CALL theory applications for online TESOL education. IGI Global, pp 296–321. https://doi.org/10.4018/978-1-7998-6609-1.ch013 , 2021; Peterson, Comput Assist Lang Learn 29(7):1181–1194. https://doi.org/10.1080/09588221.2016.1197949 , 2016; Reinhardt, Gameful second and foreign language teaching and learning: theory, research, and practice. Palgrave. https://doi.org/10.1007/978-3-030-04729-0 , 2019). While research generally supports games as being effective environments for L2 learning, it is critical to highlight that findings cannot always be generalized to broader populations of games. Because games have such a wide variety of designs and drastic differences in gameplay, generalizations from one game to others, even those marketed as being in the same genre, can lead to specious applications of research findings (Reinhardt, Not all MMOs are created equal: a design-informed approach to the study of L2 learning in multiplayer online games. In Peterson M, Yamazaki K, Thomas M (eds) Digital games and language learning: theory, development and implementation. Bloomsbury, 2021). In recent years, to address this issue, researchers have targeted specific design features or game mechanics to better generalize results from one game to other games that share those mechanics. This entry gives an overview of game mechanics as they have been defined in the field of game design and targeted in DGBLLT research. The entry concludes with direction for future research in this domain.