Abstract
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player–player relations (Zheng and Newgarden 2012; Zheng et al. 2012), as situative embodiment in a perceptually and narratively rich context (Barab et al. in Sci Educ 91:750–782, 2007), and as a dialogical achievement (Zheng and Newgarden 2012; Zheng et al. 2012), this research provides an alternative explanation of how players embodied in their avatars appropriated semiotic resources imbued in World of Warcraft (WOW). Two hours of co-quest play provided instances of vocabulary learning unique to the WOW environment and co-play. Through iterative multimodal analysis, vocabulary learning became salient as we analyzed both chat and avatar action data and provided a thick description and dynamic process of co-play. Using the eco-dialogical model, we display how language learning as appropriation of resources and as result of eco-dialogical embodiment.
Similar content being viewed by others
Notes
The Distributed Language Group (n.d.) rejects all forms of cognitive centralism, including both theories of disembodied cognitivism and cognitive embodiment, and posits instead that language is “spread across bodies in time and space”.
Our work differs from physical sensory embodiment enabled by technology, such as work done by the Virtual Human Interaction Lab (http://vhil.stanford.edu/projects/), which centers on simulating self into virtual reality and seems to rely on within-avatar-player embodiment, in contrast with eco-dialogical embodiment and co-actional embodiment (Zheng and Newgarden 2012).
Because they used a free trial version of the game, the participants had to communicate entirely through private messages and could not work with other players in the game.
References
Activision Blizzard, Inc. (2014). Activision Blizzard announces fourth quarter and CY 2013 financial results. http://investor.activision.com/results.cfm. Retrieved 22 March 2014.
Baldry, A., & Thibault, P. J. (2006). Multimodal transcription and text analysis: A multimedia toolkit and coursebook. London: Equinox.
Barab, S., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A., Kwon, E.-J., & Herring, S. C. (2007). Situationally embodied curriculum: Relating formalisms and contexts. Science Education, 91(5), 750–782. doi:10.1002/sce.20217.
Black, R. (2006). Digital design: English language learners and reader reviews in online fiction. In M. Knobel & C. Lankshear (Eds.), A new literacies sampler (pp. 115–136). New York: Peter Lang Publishing.
Brown, J. S. (2005). New learning environments for the 21st century. http://www.johnseelybrown.com/newlearning.pdf. Retrieved 25 March 2014.
Cho, K., & Krashen, S. (1994). Acquisition of vocabulary from the Sweet Valley Kids series: Adult ESL acquisition. Journal of Reading, 37(8), 662–667.
Cowley, S. J. (2012). Cognitive dynamics: language as values realizing activity. In A. Kravchenko (Ed.), Cognitive dynamics in linguistic interactions (pp. 15–46). Cambridge: Cambridge Scholars Press.
Cowley, S. J. (2013). Naturalizing language: human appraisal and technology. Artificial Intelligence & Society, 28, 443–453.
deHaan, J. (2005). Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annals, 38(2), 278–282.
deHaan, J., Reed, W. M., & Kuwada, K. (2010). The effective of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 74–94.
Distributed Language Group. (n.d.). Retrieved February 18, 2015, from http://www.psy.herts.ac.uk/dlg/.
Dourish, P. (2001). Where the action is. Cambridge, MA: MIT Press.
Dufva, H. (2013). Language learning as dialogue and participation. In E. Christiansen, L. Kuure, A. Morch, & B. Lindstrom (Eds.), Problem-based learning for the 21st century: New practices and learning environments (pp. 51–72). Aalborg, Denmark: Aalborg University Press.
Farr, W., Price, S., & Jewitt, C. (2012). An introduction to embodiment and digital technology research: Interdisciplinary themes and perspectives. Retrieved from http://eprints.ncrm.ac.uk/2257/.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Gee, J. (2006). Pleasure, learning, video games, and life: The projective stance. In M. Knobel & C. Lankshear (Eds.), A new literacies sampler (pp. 95–114). New York: Peter Lang Publishing.
Gee, J. P. (2008). Video games and embodiment. Games and Culture, 3(3–4), 253–263.
Gibson, J. J. (1979). The ecological approach to visual perception. Boston: Houghton Mifflin.
Hodges, B. H. (2009). Ecological pragmatics: values, dialogical arrays, complexity and caring. Pragmatics & Cognition, 17(3), 628–652.
Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press.
Järvilehto, T. (2009). The theory of the organism-environment system as a basis of experimental work in psychology. Ecological Pyschology, 21(2), 112–120.
Laufer, B., & Hulstijn, J. (2001). Incidental vocabulary acquisition in a second language: Same or different? Applied Linguistics, 19(2), 255–271.
Levinson, S. C. (1995). Interactional biases in human thinking. In E. N. Goody (Ed.), Social intelligence and interaction (pp. 221–260). Cambridge: Cambridge University Press.
Linell, P. (2009). Retinking language, mind, and world dialogically: Interactional and contextual theories of human sense-making. Charlotte, NC: Information Age Publishing Inc.
Magnani, L. (2004). Model-based and manipulative abduction in science. Foundations of Science, 9, 257–259.
Nation, P. (2001). Learning vocabulary in another language. Cambridge: Cambridge University Press.
Newgarden, K., Zheng, D., & Liu, M. (2015). An eco-dialogical study of second language learners’ World of Warcraft (WoW) gameplay. Language Sciences, 48, 22–41.
Peirce, C. S. (1982). Writings of Charles S. Peirce: A chronological edition (Vol. 1, pp. 1857–1866). Bloomington: Indiana University Press.
Peterson, M. (2010). Digital gaming and second language development: Japanese learner interactions in a MMORPG. Digital Culture & Education, 3(1), 56–73.
Piirainen-Marsh, A., & Tainio, L. (2009). Collaborative game-play as a site for participation and situated learning of a second language. Scandinavian Journal of Educational Research, 53(2), 167–183.
Rama, P. S., Black, R. W., Van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(3), 322–338.
Ranalli, J. (2008). Learning English with The Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441–455.
Ranalli, J. & Ritzko, J. (2013). Assessing the impact of video game based design projects in a first year engineering design course. 2013 Frontiers in Education Conference Proceedings (pp. 530–534). Piscataway, NJ: IEEE.
Rankin, Y., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. In E. Groller & L. Szirmay-Kalos (Eds.), Proceedings of EuroGraphics 25(3), New York: ACM.
Rankin, Y., Morrison, D., McNeal, M., Gooch, B., & Shute, M.W. (2009). Time will tell: In-game social interactions that facilitate second language acquisition. Proceedings of the 4th International Conference on Foundations of Digital Games (pp. 161–168). New York: ACM.
Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 167–198). Cambridge, MA: The MIT Press.
Steffensen, S. V. (2013). Human interactivity: Problem-solving, solution-probing and verbal patterns in the wild. In S. J. Cowley & F. Vallée-Tourangeau (Eds.), Cognition beyond the brain: Computation, interactivity and human artifice (pp. 195–221). Dordrecht: Springer.
Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG-based instruction in elementary English education in Korea. Journal of Computer Assisted Learning, 26, 370–378.
Sykes, J. M., Oskoz, A., & Thorne, S. L. (2008). Web 2.0, synthetic immersive environments, and mobile resources for language education. CALICO Journal, 25(3), 528–546.
Sylven, L., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321.
Thibault, P. J. (2011). First-order languaging dynamics and second-order language: The distributed language view. Ecological Psychology, 23(3), 1–36.
Thorne, S. L. (2008). Transcultural communication in open Internet environments and massively multiplayer online games. In S. S. Magnan (Ed.), Mediating discourse online (pp. 305–327). Philadelphia: John Benjamins North America.
Van Lier, L. (2004). The ecology and semiotics of language learning: A sociocultural perspective. Dordrecht: Kluwer.
Velleman, J. D. (2008). Bodies, selves. American Imago, 65, 405–426.
Zheng, D. (2012). Caring in the dynamics of design and languaging: Exploring second language learning in 3D virtual spaces. Language Sciences, 34, 543–558.
Zheng, D., & Newgarden, K. (2012). Rethinking language learning: Virtual World as a catalyst for change. International Journal of Learning and Media, 3(2), 13–36.
Zheng, D., Newgarden, K., & Young, M. F. (2012). Multimodal analysis of language learning in World of Warcraft Play: Languaging as values-realizing. ReCALL, 24(3), 339–360.
Zheng, D., Young, M. F., Brewer, B., & Wagner, M. (2013). Attitude and self-efficacy change: English language learning in virtual worlds. CALICO Journal, 27(1), 205–231.
Zheng, D., Young, M. F., Wagner, M., & Brewer, B. (2009). Negotiation for action: English language learning in game-based virtual worlds. The Modern Language Journal, 93(4), 489–511.
Conflict of interest
The authors declare that they have no conflict of interest.
Compliance with Ethical Standards
This study was approved by the Institutional Review Board at the University of Hawai‘i at Mānoa. We received informed consent from the participant.
Author information
Authors and Affiliations
Corresponding author
Appendices
Appendix 1
Transcript text was either copied directly from WOW’s chat and system logs or inserted by Author 2 during the transcription process to indicate action recorded in screen capture video. Original typos remain untouched. The following transcription conventions were used:
-
Non-italicized text: Private chat dialog between Conan and Mediziner
-
Italicized text: Emote text that appears in the chat log.
-
/Italicized text in slash marks/: Description of action not initially recorded by the game in either chat or system logs
-
Text in boldface: Points of emphasis by the author
Appendix 2
Table of quests and communicative projects
The gameplay recording was split into two videos due to a recording interruption during gameplay. Runtime for Video 1 is 0:24:56. Runtime for Video 2 is 1:31:56. Quest names were provided by the game. We identified and named communicative projects throughout the recordings. CPs chosen for analysis are given in bold text. Note that multiple quests may be active at any given time. Players are free to complete them at their leisure, so they might work toward one quest’s objectives, and in the process of doing so accept another quest that potentially distracts them from what they were originally working on. CPs are therefore ongoing and at times occur within multiple quests simultaneously.
Time duration | Quest name | Communicative projects |
---|---|---|
Video 1: 0:10:26–0:16:04 | Beating Them Back! | Slaying 1 Looting 1 Learning to Play 1 Equipping 1 |
Video 1: 0:16:13–0:25:56 Video 2: 0:00:00–0:32:19 | Lions for Lambs | Misspelling 1 (CP1) Wayfinding 1 (CP2) Looting 2 (CP4) Equipping 2 Dueling 1 Dying 1 Chatting 1 Slaying 2 |
Video 2: 0:11:52–0:13:46 | Rest and Relaxation | Wayfinding 1 (CP2) Learning to Play 2 |
Video 2: 0:32:27–0:35:49 | Hallowed Letter | Looting 2 (CP4) |
Video 2: 0:35:58–0:38:20 | Healing the Wounded | Training 1 |
Video 2: 0:38:28–0:46:18 | Join the Battle | Learning (CP3) Training 1 Wayfinding 2 |
Video 2: 0:46:23–0:52:13 | They Sent Assassins | Slaying 3 Thanking 1 |
Video 2: 0:46:54–0:52:07 | Fear No Evil | Slaying 3 Thanking 1 |
Video 2: 0:52:18–0:53:01 | The Rear is Clear | |
Video 2: 0:53:03–1:01:42 | Blackrock Invasion | Collecting 1 Chatting 2 Translanguaging 1 |
Video 2: 1:01:59–Incomplete | Ending the Invasion! | Repop 1 (CP5) Learning to Play 3 Asking for Definitions 1 |
Video 2: 1:02:14–1:19:20 | Extinguishing Hope | Repop 1 (CP5) Learning to Play 3 Asking for Definitions 1 |
Rights and permissions
About this article
Cite this article
Zheng, D., Bischoff, M. & Gilliland, B. Vocabulary learning in massively multiplayer online games: context and action before words. Education Tech Research Dev 63, 771–790 (2015). https://doi.org/10.1007/s11423-015-9387-4
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11423-015-9387-4