A Theory-based Evaluation of Watching Gameplay for Second Language Acquisition

In recent years, researchers have advocated for incorporating digital games into second-language learning. Games have been shown to offer numerous merits for language learning in terms of pedagogy and entertainment, yet the current research has primarily focused on learners playing games themselves. This paper explores the under examined phenomenon of watching gameplay, where individuals observe others playing games. Watching gameplay potentially provides a means of rich, authentic language input and may be considered an appealing method of language learning to younger learners. However, its potential for second-language acquisition (SLA) remains minimally researched. By drawing on cognitive and sociolinguistic accounts of SLA, this paper establishes a foundation for future studies by examining the empirical data on relevant themes, such as cognitive load, language suitability, learner affective states, and communicative interactions. Additionally, it highlights further opportunities to expand research grounded in these theoretical perspectives. 近年教育学的・エンタテインメント的観点から多くの利点を提供するとされるデジタルゲームを第二言語学習に組み込むことが提唱されている。従来の研究は主に学習者自身がゲームをプレイすることに焦点化してきたが、本稿では、他者がプレイする様子を観察する「ゲームプレイの視聴」というまだ十分に研究されていない現象に着目する。ゲームプレイの視聴は、多様かつ生きた言語のインプット機会を提供する手段となり、特に若い学習者にとって魅力的な言語学習法と成りうるだろう。しかし、ゲームプレイの視聴と第二言語習得(SLA)に関わる研究は少ない。そこで本稿では、SLAの認知的・社会言語学的観点から、認知負荷、言語の適切性、学習者の情動状態、コミュニケーション的相互作用といった関連テーマの実証データを検討することで、今後の研究の基盤を築くとともに、これらの理論的枠組みに基づいた研究のさらなる展開の機会についても強調したい。

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Publication Details

Published
2025-08-24
DOI
https://doi.org/10.37546/jaltpcp2024-30
Primary Topic
Genomics and Phylogenetic Studies
Type
article
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A Theory-based Evaluation of Watching Gameplay for Second Language Acquisition

Genomics and Phylogenetic Studies
article

A Theory-based Evaluation of Watching Gameplay for Second Language Acquisition

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Abstract

In recent years, researchers have advocated for incorporating digital games into second-language learning. Games have been shown to offer numerous merits for language learning in terms of pedagogy and entertainment, yet the current research has primarily focused on learners playing games themselves. This paper explores the under examined phenomenon of watching gameplay, where individuals observe others playing games. Watching gameplay potentially provides a means of rich, authentic language input and may be considered an appealing method of language learning to younger learners. However, its potential for second-language acquisition (SLA) remains minimally researched. By drawing on cognitive and sociolinguistic accounts of SLA, this paper establishes a foundation for future studies by examining the empirical data on relevant themes, such as cognitive load, language suitability, learner affective states, and communicative interactions. Additionally, it highlights further opportunities to expand research grounded in these theoretical perspectives. 近年教育学的・エンタテインメント的観点から多くの利点を提供するとされるデジタルゲームを第二言語学習に組み込むことが提唱されている。従来の研究は主に学習者自身がゲームをプレイすることに焦点化してきたが、本稿では、他者がプレイする様子を観察する「ゲームプレイの視聴」というまだ十分に研究されていない現象に着目する。ゲームプレイの視聴は、多様かつ生きた言語のインプット機会を提供する手段となり、特に若い学習者にとって魅力的な言語学習法と成りうるだろう。しかし、ゲームプレイの視聴と第二言語習得(SLA)に関わる研究は少ない。そこで本稿では、SLAの認知的・社会言語学的観点から、認知負荷、言語の適切性、学習者の情動状態、コミュニケーション的相互作用といった関連テーマの実証データを検討することで、今後の研究の基盤を築くとともに、これらの理論的枠組みに基づいた研究のさらなる展開の機会についても強調したい。

Vol. 2024(1)
The University of Osaka (JP)
Quality Education
Openalex Percentile: Top 48%
Genomics and Phylogenetic Studies
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A Theory-based Evaluation of Watching Gameplay for Second Language Acquisition · (2025) | TGRS Research Map | TGRS