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What is Commercial off-the-shelf game

New Technological Applications for Foreign and Second Language Learning and Teaching
A commercially produced digital game designed for entertainment.
Published in Chapter:
A Review of Research on the Application of Digital Games in Foreign Language Education
Mark Peterson (Kyoto University, Japan), Jeremy White (Ritsumeikan University, Japan), Maryam Sadat Mirzaei (RIKEN AIP, Japan), and Qiao Wang (Kyoto University, Japan)
DOI: 10.4018/978-1-7998-2591-3.ch004
Abstract
The use of digital games represents an expanding domain in computer-assisted language learning (CALL) research. This chapter reviews the findings of 26 learner-based studies in this area that are informed by cognitive and social accounts of SLA. The analysis shows that massively multiplayer online role-playing games (MMORPGs) are the most frequently investigated game type and the majority of studies involved EFL learners in higher education. Mixed methods were the most frequent research tool utilized by researchers. Limitations of current research include the preponderance of small-scale experimental studies that investigated only a limited number of factors. Although the research is not conclusive, findings indicate that game play facilitates collaboration, the production of target language output, vocabulary learning, and reduces the influence of factors that inhibit learning. This chapter concludes by identifying promising areas for future research.
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