Hostname: page-component-586b7cd67f-gb8f7 Total loading time: 0 Render date: 2024-11-22T20:40:12.923Z Has data issue: false hasContentIssue false

The semiotic ecology and linguistic complexity of an online game world

Published online by Cambridge University Press:  26 September 2012

Steven L. Thorne
Affiliation:
Portland State University (USA) and University of Groningen (Netherlands) (email: [email protected])
Ingrid Fischer
Affiliation:
University of Groningen, The Netherlands
Xiaofei Lu
Affiliation:
The Pennsylvania State University, USA

Abstract

Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of Warcraft (WoW), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology that WoW players are exposed to? Many studies have described the developmental opportunities presented by commercially available gaming environments (e.g., Gee, 2003, 2007), their value as sites of literacy development (e.g., Squire, 2008a; Steinkuehler, 2008), and their potential as venues for second language (L2) use and learning (e.g., Peterson, 2010; Thorne, Black, & Sykes, 2009; Thorne & Fischer, 2012; Zheng, Young, Wagner & Brewer, 2009). There are, however, numerous outstanding questions regarding the quality and complexity of the linguistic environments associated with online commercially available games. This primarily descriptive research addresses this issue and aims to finely characterize the linguistic complexity of game-presented texts (or ‘quest texts’) as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology of WoW game play. Questionnaires and interviews with Dutch and American gamers helped to identify a variety of widely used game-external websites. This information then informed the selection of texts that were analyzed for their linguistic complexity. By analysing the linguistic complexity of the texts that players regularly engage with, this study aims to empirically assess the resources and limitations of a representative and widely played MMO as an environment for L2 development.

Type
Research Article
Copyright
Copyright © European Association for Computer Assisted Language Learning 2012

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

Bateson, G. (1972) Steps to an ecology of mind. Chicago: University of Chicago Press.Google Scholar
Brown, J. S.Thomas, D. (2008) The gamer disposition. Harvard Business Review Blogs. http://blogs.hbr.org/cs/2008/02/the_gamer_disposition.htmlGoogle Scholar
Carr, N. (2010) The shallows: What the Internet is doing to our brains. New York: W.W. Norton & Company.Google Scholar
Coleman, M.Liau, T. L. (1975) A computer readability formula designed for machine scoring. Journal of Applied Psychology, 60: 283284.CrossRefGoogle Scholar
Collins, A.Halverson, R. (2009) Rethinking education in the age of technology. New York: Teachers College Columbia University.Google Scholar
Covington, M. A., He, C., Brown, C., Naçi, L.Brown, J. (2006) How complex is that sentence? A proposed revision of the Rosenberg and Abbeduto D-Level scale. CASPR Research Report 2006-01. Athens, GA: The University of Georgia, Artificial Intelligence Center.Google Scholar
Crockett, L., Schulenberg, J.Petersen, A. (1987) Congruence between objective and self-report data in a sample of young adults. Journal of Adolescent Research, 2(4): 383392.CrossRefGoogle Scholar
Davison, A.Kantor, R. N. (1982) On the failure of readability formulas to define readable texts: A case study from adaptations. Reading Research Quarterly, 17: 187209.CrossRefGoogle Scholar
DeHaan, J. (2005) Learning language through video games: A theoretical framework, an evaluation of game genres and questions for future research. In: Schaffer, S. P. and Price, M. L. (eds.), Interactive convergence: critical issues in multimedia. Oxford: Inter-Disciplinary Press, 229239.Google Scholar
DeKeyser, R.Larson Hall, J. (2005) What does the critical period really mean?. In: Kroll, J. and De Groot, A. (eds.), Handbook of bilingualism: Psycholinguistic approaches. Oxford: Oxford University Press, 88108.Google Scholar
Ellis, N. (2002) Reflections on frequency effects in language processing. Studies in Second Language Acquisition, 24: 297339.CrossRefGoogle Scholar
Ellis, N.Collins, L. (2009) Input and Second Language Acquisition: The roles of frequency, form and function. Introduction to the special issue. Modern Language Journal, 93: 329335.CrossRefGoogle Scholar
Ellis, N.Ferreira-Junior, F. (2009) Construction learning as a function of frequency, frequency distribution, and function. Modern Language Journal, 93: 370385.CrossRefGoogle Scholar
Flege, J. (2009) Give input a chance!. In: Piske, T. and Young-Scholten, M. (eds.), Input matters in SLA. Bristol: Multilingual Matters, 175190.Google Scholar
Gass, S.Mackey, A. (2002) Frequency effects and second language acquisition. Studies in Second Language Acquisition, 24: 249260.CrossRefGoogle Scholar
Gee, J. P. (2003) What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.CrossRefGoogle Scholar
Gee, J. P. (2005) Semiotic social spaces and affinity spaces: From the age of mythology to today's schools. In: Barton, D. and Tusting, K. (eds.), Beyond communities of practice: Language, power, and social context. Cambridge: Cambridge University Press, 214232.CrossRefGoogle Scholar
Gee, J. (2007) Good video games and good learning. New York: Peter Lang.CrossRefGoogle Scholar
Grimes, S.Feenberg, A. (2009) Rationalizing play: A critical theory of digital gaming. Information Society, 25: 105118.CrossRefGoogle Scholar
Hart, B.Risley, T. (1995) Meaningful differences in the everyday experience of young American children. Baltimore: Brookes Publishing.Google Scholar
Hyland, K. (2002) Genre: Language, context and literacy. Annual Review of Applied Linguistics, 22: 113135.CrossRefGoogle Scholar
Johnson, W. (1944) Studies in language behavior: I. A program of research. Psychological Monographs, 56: 115.CrossRefGoogle Scholar
Kamberelis, G. (1999) Genre, development and learning: Children writing stories, science and poems. Research in the teaching of English, 3: 403460.Google Scholar
Knapp, P.Watkins, M. (2005) Genre, text, grammar: Technologies for teaching and assessing writing. New South Wales: University of New South Wales Press Ltd.Google Scholar
Lee, J.Hoadley, C. (2007) Leveraging identity to make learning fun: Possible selves and experiential learning in massively multiplayer online games (MMOGs). Innovate, 3(6). http://innovateonline.info/index.php?view=article%id=348Google Scholar
Lu, X. (2009) Automatic measurement of syntactic complexity in child language acquisition. International Journal of Corpus Linguistics, 14(1): 328.CrossRefGoogle Scholar
Lu, X. (in press) The relationship of lexical richness to the quality of ESL learners’ oral narratives. Modern Language Journal.Google Scholar
MacWhinney, B. (2000) The CHILDES project: Tools for analyzing talk. Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
Nardi, B.Kallinikos, J. (2010) Technology, agency, and community: The case of modding in World of Warcraft. In: Holmström, J., Wiberg, M. and Lund, A. (eds.), Industrial informatics design, use and innovation. IGI Global, 174186.CrossRefGoogle Scholar
Nardi, B., Ly, S.Harris, J. (2007) Learning conversations in World of Warcraft. The proceedings of the 2007 Hawaii International Conference on Systems Science. New York: IEEE Press, 1–10.CrossRefGoogle Scholar
Nation, I. S. P. (2004) Vocabulary learning and intensive reading. EA Journal, 21(2): 2029.Google Scholar
Ortega, L. (2003) Syntactic complexity measures and their relationship to L2 proficiency: A research synthesis of college-level L2 writing. Applied Linguistics, 19(2): 492518.CrossRefGoogle Scholar
Peterson, M. (2010) Computerized games and simulations in computer-assisted language learning: A meta-analysis of research. Simulation & Gaming, 41(1): 7293.CrossRefGoogle Scholar
Pigada, M.Schmitt, N. (2006) Vocabulary acquisition from extensive reading: A case study. Reading in a Foreign Language, 18(1): 128.Google Scholar
Piirainen-Marsh, A.Tainio, L. (2009) Other repetition as a resource for participation in the activity of playing a video game. Modern Language Journal, 93: 153169.CrossRefGoogle Scholar
Purushotma, R., Thorne, S. L., Wheatley, J. (2009) Language learning and video games. Paper produced for the Open Language & Learning Games Project, Massachusetts Institute of Technology, funded by the William and Flora Hewlett Foundation. http://lingualgames.wordpress.com/article/10-key-principles-for-designing-video-27mkxqba7b13d-2/Google Scholar
Reinders, H. (ed.) (2012) Digital games in language learning and teaching. Basingstoke: Palgrave Macmillan.CrossRefGoogle Scholar
Reppen, R.Ide, N. (2004) The American National Corpus: Overall goals and the first release. Journal of English Linguistics, 32: 105113.CrossRefGoogle Scholar
Rosenberg, S.Abbeduto, L. (1987) Indicators of linguistic competence in the peer group conversational behavior of mildly retarded adults. Applied Psycholinguistics, 8: 1932.CrossRefGoogle Scholar
Squire, K. (2008a) Video-game literacy: A literacy of expertise. In: Coiro, J., Knobel, M., Lankshear, C. and Leu, D. (eds.), Handbook of research on new literacies. Mahwah, NJ: Erlbaum, 639673.Google Scholar
Squire, K. (2008b) Open-ended video games: A model for developing learning for the interactive age. In: Salen, K. (ed.), The ecology of games: Connecting youth, games, and learning. Cambridge, MA: The MIT Press, 167198.Google Scholar
Steinfield, C., Ellison, N.Lampe, C. (2008) Social capital, self-esteem, and use of online social network sites: A longitudinal analysis. Journal of Applied Developmental Psychology, 29: 434445.CrossRefGoogle Scholar
Steinkuehler, C. (2008) Cognition and literacy in massively multiplayer online games. In: Coiro, J., Knobel, M., Lankshear, C. and Leu, D. (eds.), Handbook of research on new literacies. Mahwah, NJ: Erlbaum, 611634.Google Scholar
Steinkuehler, C.Duncan, S. (2008) Scientific habits of mind in virtual worlds. Journal of Science Education & Technology, 17: 530543.CrossRefGoogle Scholar
Sykes, J., Reinhardt, J.Thorne, S. L. (2010) Multiplayer digital games as sites for research and practice. In: Hult, F. (ed.), Directions and prospects for educational linguistics. New York: Springer, 117136.CrossRefGoogle Scholar
Thomas, D.Brown, J. S. (2009) Why virtual worlds can matter. International Journal of Learning and Media, 1(1): 3749.CrossRefGoogle Scholar
Thorne, S. L. (2008) Transcultural communication in open Internet environments and massively multiplayer online games. In: Magnan, S. (ed.), Mediating discourse online. Amsterdam: John Benjamins, 305327.CrossRefGoogle Scholar
Thorne, S. L. (2010) The “intercultural turn” and language learning in the crucible of new media. In: Helm, F. and Guth, S. (eds.), Telecollaboration 2.0 for language and intercultural learning. Bern, Switzerland: Peter Lang, 139164.Google Scholar
Thorne, S.L., Black, R. W.Sykes, J. (2009) Second language use, socialization, and learning in Internet interest communities and online gaming. Modern Language Journal, 93: 802821.CrossRefGoogle Scholar
Thorne, S. L.Fischer, I. (2012). Online gaming as sociable media. ALSIC [En ligne]: Apprentissage des Langues et Systémes d'Information et de Communication, 15(1), http://alsic.revues.org/2450; doi:10.4000/alsic.2450.Google Scholar
Tomasello, M. (2000) Do young children have adult syntactic competence? Cognition, 74: 209253.CrossRefGoogle Scholar
Turkle, S. (1995) Life on the screen: Identity in the age of the Internet. New York: Simon & Schuster.Google Scholar
Turkle, S. (2011) Alone together: Why we expect more from technology and less from each other. New York: Basic Books.Google Scholar
van Lier, L. (2004) The ecology and semiotics of language learning: A sociocultural perspective. Boston: Kluwer.CrossRefGoogle Scholar
Verspoor, M., de Bot, K.Lowie, W. (2009) Input and second language development from a dynamic perspective. In: Piske, T. and Young-Scholten, M. (eds.), Input matters. Clevedon: Multilingual Matters, 6280.Google Scholar
Zheng, D., Young, M., Wagner, M.Brewer, R. (2009) Negotiation for action: English language learning in game-based virtual worlds. Modern Language Journal, 93: 489511.CrossRefGoogle Scholar