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It’s a WoW World: Second Language Acquisition and Massively Multiplayer Online Gaming

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This article begins with exploring the importance of English language education in South Korea. Because of the English education fever South Korea, we suggest an alternative approach to English language education. This article describes a longitudinal study of observing English language development in a popular online game World of Warcraft. The study illustrates a second language learner’s English language development in forms and functions throughout World of Warcraft game play. The data were achieved through observations of participant’s game play and logs of in-game chat. The data were analyzed through mirroring Nardi’s (2007) approach on speech patterns, and in this case into three different patterns. The first pattern, the participant used language based on his memory. The second pattern represents the participant’s attempts to find language expressions; he ‘picked up’ language forms in order to understand and collaborate within the WoW community. The third pattern illustrates the participant’s adoption of language expressions that he learned from observing other players interaction. The data describe that, as the subject’s interest in WoW increased, his awareness of language increased simultaneously. In the discussion section, we emphasize on how the future of commercial off the shelf videogame based learning could be used in language classroom settings.

Abstract

This article begins with exploring the importance of English language education in South Korea. Because of the English education fever South Korea, we suggest an alternative approach to English language education. This article describes a longitudinal study of observing English language development in a popular online game World of Warcraft. The study illustrates a second language learner’s English language development in forms and functions throughout World of Warcraft game play. The data were achieved through observations of participant’s game play and logs of in-game chat. The data were analyzed through mirroring Nardi’s (2007) approach on speech patterns, and in this case into three different patterns. The first pattern, the participant used language based on his memory. The second pattern represents the participant’s attempts to find language expressions; he ‘picked up’ language forms in order to understand and collaborate within the WoW community. The third pattern illustrates the participant’s adoption of language expressions that he learned from observing other players interaction. The data describe that, as the subject’s interest in WoW increased, his awareness of language increased simultaneously. In the discussion section, we emphasize on how the future of commercial off the shelf videogame based learning could be used in language classroom settings.

참고문헌 (41)

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