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Evidence Base

Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary

Study details

Year: 2015
Scope: National
Countries: Sweden
Methodology: Empirical research – Mixed methods
Methods of data collection: Other; Survey; Interview
Other Methodology: Tests; school grades
Researched Groups: Children
Children Ages: Adolescents (14-18 Years old)
Funder: the Center for Language and Literature in Education (CSL) and Research On Subject-specific Education (ROSE), Karlstad University, Sweden
Funder Types: University
Consents: Consent obtained from children
Informed Consent: Consent obtained
Ethics: Ethical considerations and/or protocol mentioned in the research design
URL: https://scholarspace.manoa.hawaii.edu/bitstream/10125/44674/1/23_01_10125-44674.pdf
Data Set Availability: Not mentioned

Goals

"1. To what extent is there a relation between the time spent playing COTS games and L2 English vocabulary test measures? 2. To what extent is there a relation between four type-of-game-preference groups (i.e., non-gamers, SP, MP, and MMO) and L2 English vocabulary test measures? 3. What does an examination of solution rates (percentage of correct answers) of individual vocabulary items in a productive levels test reveal about gamers’ productive vocabulary? Is it different from non-gamers’ productive vocabulary? If so, how? 4. What does an examination of infrequent vocabulary in essays reveal about productive vocabulary use among gamers? Is it different from non-gamers’ productive use of infrequent vocabulary? If so, how?" (Author, 90)

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