Background While the educational benefits of gaming on language are increasingly recognized, the precise effects of gaming as a function of important factors such as gender and game genre as well as potential nonlinear effects remain unclear. Methods High school students’ (N = 125, ages 16-18), gaming habits, English L2 achievement and self-concepts were measured and modelled using path analysis. Results Gender differences were observed. The linear positive effects of gaming were stronger for females than for males, suggesting that gaming frequency increases female English L2 achievement in an equally incremental manner. However, convex nonlinear effects were stronger for males than females, suggesting a threshold effect model where much higher gaming frequencies are needed to positively impact male English L2 achievement. Game genre was not detected as moderator of linear or nonlinear effects. Conclusion The findings challenge prevailing negative stereotypes about gaming’s societal value and highlight its potential as a supplementary language-learning tool with implications for leveraging gaming in gender-inclusive ways.
Digital Gaming and English L2 Informal Learning in Adolescents
Published 2025 in Simulation & Gaming
ABSTRACT
PUBLICATION RECORD
- Publication year
2025
- Venue
Simulation & Gaming
- Publication date
2025-08-05
- Fields of study
Not labeled
- Identifiers
- External record
- Source metadata
Semantic Scholar
CITATION MAP
EXTRACTION MAP
CLAIMS
- No claims are published for this paper.
CONCEPTS
- No concepts are published for this paper.
REFERENCES
Showing 1-59 of 59 references · Page 1 of 1
CITED BY
- No citing papers are available for this paper.
Showing 0-0 of 0 citing papers · Page 1 of 1