Single-Player Video Games As an Informal Language Learning Environment

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Single-Player Video Games As an Informal Language Learning Environment SINGLE-PLAYER VIDEO GAMES AS AN INFORMAL LANGUAGE LEARNING ENVIRONMENT: Views and experiences of gaming young adults Master's Thesis Satu Eskelinen University of Jyväskylä Department of Language and Communication Studies English May 2019 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistinen tiedekunta Kieli- ja viestintätieteiden laitos Tekijä – Author Satu Eskelinen Työn nimi – Title Single-player video games as an informal language learning environment Views and experiences of gaming young adults Oppiaine – Subject Työn laji – Level Englannin kieli Pro gradu -tutkielma Aika – Month and year Sivumäärä – Number of pages toukokuu 2019 100 + 5 liitettä Tiivistelmä – Abstract Videopelien pelaajilla on yleisesti tunnistettu ja tutkimuksissa havaittu kokemus kielenoppimisesta viihdepelien kautta (Cornillie, Thorne ja Desmet 2012, Sundqvist and Sylvén 2012). Huomio kuitenkin usein kiinnittyy verkkomoninpeleihin ja sanastonoppimiseen, yksinpelaamisen ja muiden kielen taitojen jäädessä vähemmälle huomiolle. Tutkimuksen tavoitteena on tarkastella viihteellisten yksinpelien tarjoamia oppimismahdollisuuksia pelaajien näkemysten ja kokemusten kautta. Tarkemmin käsitellään motivaatiota, pelien piirteitä, pelien kieltä ja oppimisstrategioita. Tutkimus asettuu Reinhardtin ja Sykesin (2012) määrittämässä viitekehyksessä informaaliin kielenoppimiseen viihdepelien kautta, ja tarkastelee oppimismahdollisuuksia van Lierin (2000) tarjoumien eli affordanssien kaltaisena vuorovaikutuksena oppijan ja ympäristön välillä. Tutkimus toteutettiin haastattelemalla seitsemää aktiivisesti pelaavaa yliopisto-opiskelijaa. Haastattelut analysoitiin laadullisella sisällönanalyysilla käyttäen teema-analyysiä osin aineistolähtöisesti ja käyttäen useita eri teorioita avoimena viitekehyksenä tulkinnoille. Esiin nousi kolme kielenoppimista motivoivaa tekijää: englanti pelaamisen valtakielenä, sekä pelissä eteneminen (progressio) ja peliin uppoutuminen (immersio), jotka vastasivat Yeen (2006) yleisiä pelaamismotivaatioita. Tärkeimpiä pelejä haastateltujen kielenoppimisessa olivat tarinalliset rooli- ja seikkailupelit, joissa kielen ymmärtäminen on olennaisinta itse pelaamiselle. Yksinpelien tarjoama kieli nähtiin monipuolisena ja teemojen mukaan erikoistuneena. Haastatelluille tärkein kielen taito pelatessa on ymmärtäminen, ja eniten opittu taito sanasto. Kokemuksia oli myös kieliopin oppimisesta peleistä, ja tuottamistaidoille oli käyttöä tietyissä peleihin liittyvissä tilanteissa. Kielenoppimiseen käytettiin useita eri strategioita, pelivalinnoilla kielelle itsensä altistamisesta tietoiseen kieleen keskittymiseen, esimerkiksi tekstitysten ja sanakirjan avulla. Tutkimuksen tulokset antoivat monipuolisen ja aiempia tutkimuksia täydentävän kuvan yksinpelien pelaajien kokemuksista kielenoppimisesta. Kielen osaamisen kautta pelaaminen on helpompaa ja antoisampaa, joten pelaajalle syntyy motivaatio oppia pelin kieltä. Pelaajat hyödyntävät pelien tarjoamia kielenoppimismahdollisuuksia monipuolisesti ja itseohjautuvasti. Pelatessa saadut myönteiset oppimiskokemukset voivat myös tukea ja motivoida kielenoppimista muissa konteksteissa. Asiasanat – Keywords toisen kielen oppiminen, informaali oppiminen, videopelit, yksinpelit, pelien kautta oppiminen, second language learning, informal learning, video games, single-player games, game-enhanced learning Säilytyspaikka – Depository Muita tietoja – Additional information TABLE OF CONTENTS LIST OF TABLES AND FIGURES..................................................................................4 1 INTRODUCTION........................................................................................................5 2 CENTRAL CONCEPTS OF VIDEO GAMES............................................................7 2.1 Game studies.........................................................................................................8 2.2 Definitions of video games...................................................................................8 2.3 Video game genres..............................................................................................11 2.4 Games for entertainment.....................................................................................13 2.5 Single-player games and solo gaming................................................................14 3 SINGLE-PLAYER VIDEO GAMES IN INFORMAL LANGUAGE LEARNING. 16 3.1 Video games and English in Finland...................................................................17 3.2 Second language learning in games as an informal context...............................18 3.2.1 Ecological perspective on second language learning..................................19 3.2.2 Informal and incidental second language learning......................................21 3.2.3 Game-enhanced second language learning.................................................23 3.3 Features of games and playing beneficial to language learning.........................25 3.3.1 Motivations for playing and language learning..........................................25 3.3.2 Narrative video games.................................................................................29 3.3.3 Language in solo gaming............................................................................30 3.3.4 Types and examples of game texts..............................................................33 3.3.5 Significance of language in games for solo playing...................................36 3.3.6 Interactivity and language learning strategies.............................................38 4 THE PRESENT STUDY............................................................................................41 4.1 Aims and research questions...............................................................................42 4.2 Methods of data collection..................................................................................43 4.3 Target group and participants..............................................................................44 4.4 Methods of analysis............................................................................................48 5 OPPORTUNITIES FOR LEARNING ENGLISH PROVIDED BY SINGLE- PLAYER GAMES AND SOLO GAMING.....................................................................50 5.1 Significance of language for playing and motivation to learn............................50 5.1.1 Role of English............................................................................................50 5.1.2 Progression..................................................................................................52 5.1.3 Immersion...................................................................................................55 5.2 Language learning opportunities provided by types and qualities of games......61 5.2.1 Genres.........................................................................................................61 5.2.2 Narratives....................................................................................................64 5.2.3 Interactivity.................................................................................................66 5.3 Language skills learned and used in gaming......................................................69 5.3.1 Language variation......................................................................................69 5.3.2 Comprehension...........................................................................................74 5.3.3 Production...................................................................................................76 5.3.4 Vocabulary...................................................................................................78 5.3.5 Grammar.....................................................................................................79 5.4 Ways of using language learning opportunities provided by gaming.................81 5.4.1 Encountering language................................................................................81 5.4.2 Motivation and paying attention to language..............................................84 5.4.3 Social strategies...........................................................................................89 6 DISCUSSION AND CONCLUSION........................................................................90 6.1 Findings...............................................................................................................90 6.2 Limitations..........................................................................................................92 6.3 Topics for further research..................................................................................93 6.4 Conclusion..........................................................................................................94 REFERENCES................................................................................................................95 APPENDICES...............................................................................................................101 List of tables and figures Table 1: Guiding questions for game-mediated L2LP research and practice. From Reinhardt and Sykes (2012: 33), italics added for the present study's perspective.........24 Figure 1: Functions of game texts in respect to progression and immersion..................36 Table 2: Nine events of instruction in games. Adapted from Hirumi, Appelman, Rieber and Van Eck (2010: 34)...................................................................................................38
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