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The Impact of Playing Commercial Online Games on Young Korean EFL Learners’ L2 Identity

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International Perspectives on Teaching English to Young Learners

Part of the book series: International Perspectives on English Language Teaching ((INPELT))

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Abstract

As English has emerged as an important medium for global communication in the 21st century, this has created an array of new informal learning opportunities for learners of English as a foreign language outside of traditional face-to-face classroom settings. In recent years there has been a growing awareness of the need to better understand how these learning opportunities influence the language learning process and to incorporate them into the development of more comprehensive accounts of second and foreign language teaching and learning (Benson and Reinders 2011). Perhaps not surprisingly, given the digitally networked nature of 21st-century life, the sorts of out-of-class English learning opportunities created by the growth of computer-mediated communication (CMC), such as through social networking sites, email, fan fiction and participation in multi-player online games, is emerging as a particular focus of research interest (see e.g. Thorne et al. 2009).

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© 2014 Sang Ah Sarah Jeon

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Jeon, S.A.S. (2014). The Impact of Playing Commercial Online Games on Young Korean EFL Learners’ L2 Identity. In: Rich, S. (eds) International Perspectives on Teaching English to Young Learners. International Perspectives on English Language Teaching. Palgrave Macmillan, London. https://doi.org/10.1057/9781137023230_5

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