4 - 6 of 6
rss atomLink to result list
Permanent link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
  • Sund, Joakim
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Words and Meaning in Gaming: 'World of Warcraft' and 'Counterstrike Global Offensive'2020Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Online gaming is a relatively modern phenomenon that is not older than 20 years. Most online players speak English in some form, either by talking or writing. The two games, 'World of Warcraft' and 'Counterstrike' have taken over the gaming-world and the gamers' language has found its way right into the dictionary.

    The aim of the study was to examine how meanings of language change or evolve in the context of online video game playing.

    In this study, two gameplay videos were transcribed and analysed both qualitatively and quantitatively. Gaming words were identified through calculating word frequency in terms of types and tokens, and these identified words were then analysed qualitatively.

    The result contains three categories: Contextual Meaning, New Meaning, and New Words. The concepts of Contextual, New meaning and New Words were compared to dictionary meanings to see whether new meanings were created in the context of the gaming world. Based on the result, the study suggests that game language can influence the overall usage of language in the future.

  • Johansson, Anna
    University West, Department of Social and Behavioural Studies, Division of Social Work and Social Pedagogy.
    Summering av sex års samverkansforskning för främjande av barns och ungas välfärd: Teman och utmaningar2019Report (Other academic)
  • Henry, Alastair
    et al.
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Thorsen, Cecilia
    University West, Department of Social and Behavioural Studies, Division for Educational Science and Languages.
    Engagement with Technology: Gaming, Immersion and Sub-Optimal Experiences2019In: Technology in Language Teaching & Learning, ISSN 2652-1687, Vol. 1, no 2, p. 52-67Article in journal (Refereed)
    Abstract [en]

    This conceptual article focuses on student engagement, and the use of digital games in language classrooms. In making a contribution to the mapping of student engagement across SLA (Dörnyei, 2019a), and in line with the need to use established theories to develop insights into engagement when L2 learning involves digital games, a case is made for the concept of immersion (Brown & Cairns, 2004). The concept is first introduced. Then, to explain how immersion can contribute in understanding student engagement with digital games, an example of engaged gameplay from a classroom ethnographic project in Sweden is provided. Drawing on this example, immersion is contrasted with the more established concepts of L2 willingness to communicate and flow. These comparisons show how immersion captures a form of engaged behaviour particular to playing video games, and which is distinct from other types of focused behaviour previously identified in L2 learning contexts. It is suggested that immersion can make a significant contribution to understanding engagement in contemporary classrooms: it captures engaged behaviour of varying intensity, validated measurement instruments exist, and it can be used in multi-variable designs. Although immersion captures engagement particular to gaming experiences, it has potential to extend to other digital technologies.