Theuseofamassivemultiplayeronlinerole‐playinggame (MMORPG)asatoolforEnglishlanguageeducation KyotoUniversityGraduateSchoolofHumanandEnvironmentalStudies DrMarkPeterson Thisqualitativeresearchinvestigatedtheuseofacommercialmassively multiplayeronlineroleplayinggame(MMORPG)asatoolinEnglishlanguage educationinvolvinglearnersbasedinJapan.Theaimsofthisexploratory researchweretoestablishtheviabilityofthistypeofcomputergameasa platformforacomputerassistedlanguagelearning(CALL)project,andtocollect dataonlearnerattitudesandinteraction.Thisactivitywasundertakeninorder toestablishifplayingthegamewouldelicittypesofinteractionindentifiedas beneficialinsecondlanguageacquisition(SLA)research.Alongitudinalstudy wasconductedoverthecourseofthe2011‐2012academicyearandinvolved undergraduateintermediatelevellearnersofEnglishasaforeignlanguagebased atKyotoUniversity.Thelearnersparticipatedinweeklygamesessionsina popularcommercialMMORPG.Participanttranscriptdatawascollectedovera sustainedperiodandwassubjecttodiscourseanalysis.Thissourceofdatawas supplementedbyresearcherobservationandlearnerfeedbackcollectedfroma post‐studyquestionnaire.Thedataanalysisrevealsanumberofsignificant findings.Thetranscriptandobservationdatashowsthatalthoughthe participantsencounteredanumberofdifficultiesduringtheirgameplayasthis researchprogressedtheybecameincreasinglycomfortable.Thisfinding indicatesthatMMORPGsmayrepresentviableplatformsforCALLprojects involvingintermediatelevellearnersofEnglish.Analysisofthelinguisticoutput producedduringthegamingsessionsfurtherprovidesevidencethatduring interactionwithotherplayersinthegametheparticipantsengagedinformsof purposefulinteractionassociatedwithSLA.Inthiscontext,significantformsof interactionindentifiedinthedataincludedcollaborativedialogueinvolving assistance,co‐constructionandtheconsistentproductionofcoherenttarget languagelinguisticoutput.Moreover,itwasfoundthatthelearnersengagedin formsofsocialinteractioninvolvingtheappropriateuseofpolitenessandthe establishmentandmaintenanceofcollaborativerelationships.Thesewerebased onreciprocityandthefrequentexchangeofpersonalinformation.Thedata indicatesthattheaboveformsofinteractionfacilitatedtheoperationofstatesof intersubjectivity.Learnerfeedbackwasbroadlypositive.Theparticipants identifiedanumberofbenefitsofparticipatinginthisresearchincluding opportunitiesforrisk‐taking,fluencypracticeandexposuretonewvocabulary notnormallyencounteredintraditionallanguageclassrooms.Thefindingsof thisstudyhavebeenreportedinthepublicationslistedbelow.Thepositive findingsofthisresearchwillformthebasisoffuturestudiesthatarenowinthe planningstage.ThisworkwillseektofurtherexplorethepotentialofMMORPGs astoolsthatprovideameanstofacilitatelanguagelearningthroughinteraction. References Peterson,M.(inpress).ComputerGamesandLanguageLearning.Palgrave MacMillan. Peterson, M. (2012). Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis. ReCALL, 24, 361-380.
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