Metaphors for digital games and

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Reinhardt,  J.  &  Thorne,  S.  (2016).  Metaphors  for  digital  games  and  language  

learning.  In  F.  Farr  &  L.  Murray,  eds.,  The  Routledge  Handbook  of    Language  Learning   and  Technology (pp. 415-430).  London: Routledge.   Pre-­‐publication  draft:  Do  not  cite  without  author  permission   Metaphors  for  digital  games  and  language  learning   Abstract   This  chapter  explores  digital  games  and  their  relevance  and  usefulness  to  L2   learning  and  pedagogy  for  both  researchers  and  educators.  First,  the  chapter   describes  game  genres  and  types  and  presents  an  overview  of  possible  game   experiences.  It  then  discusses  the  familiar  CALL  metaphor  of  tool  and  tutor  (e.g.,   Levy  1997),  as  well  as  the  more  recent  metaphor  of  ecology,  in  application  to  digital   gaming  and  illustrates  each  with  reference  to  research  and  pedagogical  implications.   Then,  it  examines  a  potentially  new  CALL  metaphor  of  “game  as  method”  by  first   examining  several  parallels  between  game  design  and  L2  activity  design   parameters;  these  include  goal-­‐orientation,  interaction  or  interactivity,  feedback,   context,  and  motivation.  Each  of  these  parallels  holds  implications  for  developing   and  implementing  “gameful”  L2  instruction.  The  chapter  concludes  with  a  critical   evaluation  of  the  game  as  method  metaphor  by  examining  and  interfacing  the   concepts  of  digital  games  with  L2  learning  theories  and  pedagogical  methodologies,   and  proposes  that  “gamefulness”  may  be  a  better  conceptualization  for  the   metaphor.    

1. GAME  AS  TUTOR,  TOOL,  ECOLOGY,  AND  METHOD Throughout  much  of  the  industrialised  world,  digital  information  and   communication  technologies,  social  media  sites,  and  virtual  and  gaming   environment  are  now  widely  integrated  into  educational,  professional,  and   1  |  P a g e

  recreational  realms  of  everyday  life  activity.  Online  gaming,  the  topic  of  this  chapter,   was  once  considered  a  niche  market  colonised  by  unruly  teens  and  young  adults.   This  is  no  longer  the  case,  evidence  for  which  can  be  found  in  the  fact  that  the  video   game  industry  is  larger  than  both  the  film  and  music  industries  in  terms  of  annual   revenue.  The  Entertainment  Software  Association  report  for  2015  notes  that  the   average  gamer  is  now  35  years  of  age,  with  a  near  even  split  between  women  and   men  players  (45%  and  55%  respectively)  (Entertainment  Software  Association   2015).  The  growing  interest  in  digital  games  has  been  accompanied  by  a  rapid   proliferation  in  the  types  and  genres  of  games  being  developed  and  this  has  led  to   considerable  attention  to  the  use  of  games  and  game-­‐informed  pedagogy  in  general   education  and  literacy  contexts  (Gee  2007b;  Squire  2008a;  Steinkuehler  2007)  as   well  as  among  foreign  and  second  language  researchers  and  educators  (Mawer  and   Stanley  2011;  Reinders  2012;  Sykes  and  Reinhardt  2013;  Thorne  2012).     Teachers  of  second  and  foreign  (L2)  languages  have  considered  the  potential  of   digital  games  for  pedagogy  since  the  first  videogames  were  developed  for  personal   computers.  One  of  the  earliest,  and  highly  praised,  computer-­‐assisted  language   learning  (CALL)  multimedia  (videodisc)  programs,  A  la  Rencontre  de  Philippe   (Furstenberg  and  Malone  1993),  used  adventure  and  role  play  game  mechanics  to   immerse  players  in  a  social  drama  context  designed  for  meaningful  language  use   and  learning.  In  1991,  Hubbard  noted  the  growing  popularity  of  digital  games  and   implored  teachers  to  consider,  before  implementing  them,  whether  a  game  was   truly  a  game,  and  whether  the  quality  of  interaction  with  and  around  the  game  was   linguistically  rich  enough  to  lead  to  desirable  outcomes.  Critics  like  Phillips  (1987)   had  even  discussed  games  as  a  paradigm  for  conceptualizing  CALL  applications,  as   he  saw  features  in  many  CALL  programs  that  cultivated  intrinsic  motivation,   incorporated  elements  of  competition,  and  had  both  constitutive  and  regulative   rules.  He  ultimately  rejected  the  paradigm,  however,  because  he  felt  that  games  by   definition  had  non-­‐consequential  outcomes,  and  were  thus  not  truly  authentic.   Moreover,  he  argued  that  game-­‐regulative  language  was  limited  in  register  and   wider  applicability.  The  CALL  field  instead  embraced  the  metaphors  of  tutor  and   2  |  P a g e    

  tool  (e.g.  Levy  1997),  and  more  recently  ecology  (e.g.  Lam  and  Kramsch  2003),  to   conceptualise  the  use  of  technology  for  language  learning.     While  their  arguments  are  still  cogent,  neither  Phillips  nor  Hubbard  might  have   predicted  the  sophistication  digital  game  design  would  reach  in  the  next  two   decades,  the  affordances  of  the  Internet  for  social  interaction,  or  the  worldwide   growth  of  digital  gaming  as  diverse  arrays  of  social  and  cultural  practices.  The   language  used  in,  around,  and  about  games  has  increased  in  quantity,  quality,  and   diversity,  as  game  playing  has  become  a  truly  global,  interactive,  multiplayer,  and   often  multilingual  practice.  As  increasing  numbers  of  L2  learners  play  digital  games   outside  the  classroom,  and  games  are  produced  in  an  increasing  variety  of  game   genres  and  languages,  it  has  become  easier  to  imagine  digital  games  as  authentic,   consequential,  and  widely  applicable  L2  learning  resources.  L2  learning  and   pedagogy  scholars  have  begun  investigating  the  potential  of  games  for  language   learning  in  depth  (e.g.  Sykes,  Black,  and  Thorne  2010;  Sykes  and  Reinhardt  2013;   Cornellie,  Thorne,  and  Desmet  2012),  and  an  increasing  number  of  L2  educators   have  started  their  own  explorations  in  practice.       The  mercurial  growth  in  popularity  of  digital  games  has  inspired  a  parallel,  and   highly  controversial,  discussion  regarding  the  use  of  game  mechanics  to  inform  L2   materials,  assessment,  and  curriculum  development  and  implementation.  Identified   as  “gamification”  (New  Media  Consortium  Horizon  Report  2013)  by  the  corporate   training  and  marketing  industries,  the  new  metaphor  has  captured  the  imagination   of  L2  educators,  who  noting  the  fervor  with  which  their  students  play  digital  games   outside  of  class,  wonder  if  they  can  tap  into  the  educational  and  motivational   features  of  digital  games  without  actually  bringing  them  into  the  classroom.  The   argument  is  that  if  the  game  design  mechanics  that  teach  and  motivate  players  can   be  analyzed  and  transferred  to  traditional,  “analogue”  L2  learning  activities,   learners  might  be  as  engaged  in  them  as  they  are  in  digital  gaming.  Teaching  then   becomes  “game-­‐informed”,  “game-­‐inspired”,  or  “gameful”—  and  game  becomes  a   metaphor  for  method.  Although  savvy  L2  educators  have  always  had  “gameful”   3  |  P a g e    

  teaching  practices  as  part  of  their  pedagogical  repertoire,  such  as  goal-­‐orientation,   interactivity,  usable  feedback,  and  importance  of  situated  and  meaningful  contexts   for  language  use,  the  new  term  provides  new  understandings  to  the  potential   benefits  of  games  and  “gameful  thinking”  for  language  learning.  We  will  critically   address  the  issue  of  “gamification”  in  section  4,  below.     The  purpose  of  this  chapter  is  to  explore  digital  games  and  their  relevance  and   usefulness  to  L2  learning  and  pedagogy.  As  new  technologies  have  emerged  over  the   past  few  decades,  the  field  of  CALL  has  responded  by  developing  frameworks  that   guide  pedagogy  (e.g.  Higgins  1983;  Levy  1997;  Warschauer  and  Healey  1998;  Kern   and  Warschauer  2000;  Bax  2003;  Lam  and  Kramsch  2003;  Meskill  2005;  Blyth   2008).  However,  digital  games  have  proven  particularly  challenging  in  this  regard,   in  part  because  for  many  educators,  as  well  as  the  general  public,  online  gaming  has   yet  to  be  considered  an  appropriate  context  for  learning  in  the  traditional  sense   (Thorne  and  Fischer  2012).  With  this  acknowledgment,  this  chapter  offers  several   entry  points  to  the  topic  of  online  gaming  for  both  researchers  and  educators.  First,   the  chapter  describes  game  genres  and  types  and  presents  an  overview  of  possible   game  experiences.  It  then  discusses  the  familiar  CALL  metaphor  of  tool  and  tutor   (e.g.,  Levy  1997),  as  well  as  the  more  recent  metaphor  of  ecology,  in  application  to   digital  gaming  and  illustrates  each  with  reference  to  research  and  pedagogical   implications.  Then,  it  examines  a  potentially  new  CALL  metaphor  of  “game  as   method”  by  first  examining  several  parallels  between  game  design  and  L2  activity   design  parameters;  these  include  goal-­‐orientation,  interaction/interactivity,   feedback,  context,  and  motivation.  Games  typically  promote  goal-­‐orientation  just  as   learning  tasks  do,  they  afford  particular  interactions  through  intentioned  designs,   they  provide  players  with  feedback  that  is  scaffolded,  measured,  and  well-­‐timed,   they  embed  learning  activity  in  meaningful  and  relevant  contexts,  and  they  motivate   players  by  engaging  them  in  a  balance  of  reward  and  challenge.  Each  of  these   parallels  holds  implications  for  developing  and  implementing  “gameful”  L2   instruction.  The  chapter  concludes  with  a  critical  evaluation  of  the  game  as  method   metaphor  by  examining  and  interfacing  the  concepts  of  digital  games  with  L2   4  |  P a g e    

  learning  theories  and  pedagogical  methodologies.  Because  the  definition  of  “game”   includes  several  entailments  that  make  it  problematic,  we  propose  that   “gamefulness”  may  be  a  better  conceptualisation  for  the  proposed  new  metaphor.   Throughout,  there  is  an  attempt  to  locate  the  notion  of  gamefulness  in  instructed  L2   settings  and  to  underscore  the  importance  of  pedagogically  aligning  game  play  with   additional  materials  and  activities.     2.  GAME  GENRES  AND  TYPES,  PAST  AND  PRESENT     Attempts  to  taxonomise  digital  games  according  to  genre  are  challenged  by  hybrid   games  that  have  come  to  outnumber  ‘pure’  exemplars,  a  development  compounded   by  the  ongoing  diversification  of  hardware  platforms,  connectivity  features,  and   player  configurations.  The  earliest  genres  of  video  games,  afforded  by  console,   mainframe,  and  arcade  technologies,  included  shooter  and  sports  games,  like  Pong   (Atari  1972),  as  well  as  adventure  and  role-­‐play  games  inspired  by  science  fiction   and  fantasy,  like  Colossal  Cave  Adventure  (Crowther  1976).  While  consoles,  PCs,  and   handheld  devices  have  been  game  platforms  from  the  beginning,  hardware  has   evolved  from  mainframes  and  arcade  machines  to  web  browsers  and  mobile  devices   that  rely  on  broadband  access,  which  has  afforded  even  more  diversification  of   game  type  and  genre.  Consoles  were  originally  restricted  to  single  player  and  co-­‐ present  multiplayer  (usually  dual)  play  off  of  a  cartridge,  but  with  broadband   availability,  players  can  play  with  others  at  a  distance  and  games  can  be   downloaded  from  the  Internet.       Traditional  game  genres  include  action,  adventure,  role-­‐play,  strategy,  and   simulation,  each  of  which  may  offer  affordances  for  language  use.  Action  game   behaviours  usually  entail  quick  reaction  time,  physical  dexterity,  and  eye-­‐hand   coordination,  and  traditionally  involve  shooting,  driving,  and  parcours-­‐like   acrobatics.    Adventure  game  features  include  following  progressive  storylines,   finding  clues,  and  solving  puzzles,  often  enshrouded  in  narratives  of  mystery  and   discovery.  Action  and  adventure  features  are  often  combined  and  realised  as  the   5  |  P a g e    

  ‘action-­‐adventure’  genre.  Role  play  games  (RPGs)  are  typified  by  character   customizability  and  completion  of  goal-­‐oriented  quests  for  rewards  and  experience   points,  and  are  sometimes  split  into  ‘Western’  and  ‘Eastern’  types—Western  RPGs   traditionally  involve  the  development  of  a  single  avatar,  while  Eastern  RPGs,  the   management  of  a  team  of  avatars.  Traditionally  combined  with  the  narrative   features  of  adventure  games,  RPGs  have  also  more  recently  been  combined  with   sandbox,  or  non-­‐linear  open  designs,  where  story  narrative  is  less  emphasised  than   character  development.  Strategy  game  behaviours  include  planning,  exploration,   and  resource  management,  and  combat  that  does  not  require  physical  dexterity.   Strategy  designs  can  use  real-­‐time  mechanics  in  which  the  game  or  other  players   react  immediately  to  a  player’s  actions,  or  turn-­‐based  mechanics,  meaning  the   player  completes  a  set  of  actions  and  then  allows  the  game  or  other  players  to  take   their  turns,  which  may  involve  forced  wait  time.  Simulation  behaviours  are  similar   to  strategy,  but  do  not  usually  involve  combat,  and  may  instead  focus  on  the   management  of  a  city,  farm,  business,  or  daily  life  tasks  or  situations.  Because   simulation  games  do  not  have  endgame  or  win  states,  some  do  not  consider  them   games  (Juul  2005).       Games  in  any  of  these  genres  may  incorporate  more  or  fewer  affordances  for   language  use,  depending  on  how  central  language  is  in  learning  game  rules,  whether   players  are  required  to  follow  narratives  in  order  to  play,  and  on  the  extent  to  which   player-­‐to-­‐player  interaction  is  required  for  gameplay.    Action  game  behaviours  may   not  necessarily  involve  language  use,  though  players  may  learn  the  language  of   strategy  and  tactics  if  playing  with  others.  Still,  action  behaviours  allow  players  to   experientially  engage  in  game  activity,  thus  affording  agency,  and  the  real  time   dynamics  inherent  to  action  mechanics  may  drive  language  use,  and  language   learning,  through  the  repeated  association  of  specific  language  forms  with  specific   kinds  of  events  and  actions.  Adventure  behaviours,  because  they  are  built  around   narrative  mechanics,  most  obviously  afford  language  use,  particularly   comprehension,  and  clues  and  puzzles  can  be  linguistic  in  nature,  although  they  are   not  necessarily  so.  Role-­‐play  games,  because  they  involve  decision  making  and   6  |  P a g e    

  developing  a  character,  may  afford  identity  play  and  completing  quests  usually   demands  language  comprehension  in  the  form  of  reading  and  understanding  quest   texts.  Strategy  and  simulation  games  may  involve  language  in  comprehending  game   rules,  which  tend  to  be  relatively  complex  and  scaffolded  for  players,  and  turn-­‐based   or  timed  turn  strategy  behaviours  may  afford  learners  extra  time  for   comprehension.       As  social  networking  technologies  have  become  increasingly  accessible,  casual   social  games  have  emerged  that  allow  players  to  play  with  their  networked  friends.   While  traditional  games  that  appeal  to  so-­‐called  “hardcore”  players  remain  tied  to   consoles  or  PCs,  the  massively  multiplayer  online  role  playing  game  (MMORPG)   genre  emerged  when  remote  servers  could  host  persistent  game  worlds  accessible   by  players  who  did  not  know  each  other,  which  gave  rise  to  new  player  affinity   groups  and  in-­‐game  social  formations  (such  as  guilds  and  persistent  online  teams).   In  this  way,  improved  broadband  access  and  sophistication  of  technology   continually  leads  to  new  affordances  for  hardware,  software,  and  player   configurations,  and  ultimately  new  reconfigurations  and  recombinations  of  game   genres  and  features.  For  example,  the  new  Xbox  One  (Microsoft  2013)  and   Playstation  4  (Sony  2013)  consoles  require  persistent  online  connectivity  and  allow   cloud-­‐based  game  storage.  In  addition,  as  tablet  computers  allow  for  more  screen   space,  mobile  games  are  increasingly  including  massively  multiplayer  features.         Hybridity  also  typifies  the  thematic  content  of  games.  As  global  gamer  culture  has   become  polylingual  and  transcultural,  the  gaming  industry  has  internationalised.   Game  themes  traditionally  match  genres,  so  that  action  games  are  often  military  or   sports  themed,  while  adventure  games  may  draw  on  science  fiction  fantasy  themes   like  those  found  in  Tolkien’s  Lord  of  the  Rings,  or  the  16th  century  Chinese  epic   Journey  to  the  West.  While  it  can  be  argued  that  games  reflect  the  cultures  of  their   developers  and  players  to  an  extent  (Cornelliussen  and  Rettberg  2008),  developers   play  each  others’  games  and  draw  on  themes  and  narratives  from  mythologies  and   literatures  all  over  the  world.  Developers  with  global  marketing  ambitions  will  often   7  |  P a g e    

  create  games  set  in  generic-­‐looking  settings  with  no  location  identifiers,  and  then   localise  them  to  appeal  to  particular  markets—for  example,  games  localised  for   Germany  are  sometimes  rid  of  gore  and  violence  to  appeal  to  consumers.  A  recent   analysis  of  the  Wikipedia  article  on  Videogame  developers  (2011)  shows  that  357   digital  game  development  companies  were  in  33  different  countries,  with  60%  in   English-­‐speaking  countries.  Most  major  games  are  published  in  the  dominant   languages  of  the  developed  world—Mandarin,  Cantonese,  English,  Spanish,   Portuguese,  Japanese,  French,  German,  Italian,  Russian,  and  Korean—and  many   games  are  formally  and  informally  translated  into  other  languages.  Most  games  sold   in  North  America  are  easily  playable  in  French  or  Spanish,  because  of  the  Canadian   and  Latin  American  markets,  and  in  Europe  and  Asia,  many  games  are  playable  in   the  languages  of  the  region  because  of  market  distribution.         3.  FAMILIAR  METAPHORS  FOR  GAME-­‐MEDIATED  L2  PEDAGOGY     Since  its  inception  in  the  late  1970s,  the  field  of  CALL  has  traditionally  used   functional  metaphors  as  a  means  of  conceptualizing  the  pedagogical  orientation  of   computer  technologies.  Levy  (1997)  explained  that  the  metaphors  of  computer-­‐as-­‐ tutor  and  computer-­‐as-­‐tool  emerged  out  of  conceptualisations  of  tutorial  and  non-­‐ tutorial  distinctions  (Taylor  1990;  Higgins  1983).  Originally,  tutorial  CALL  was   meant  to  be  used  outside  of  the  classroom,  replacing  or  augmenting  functions   associated  with  a  teacher.  The  metaphor  had  parallels  in  behaviourist  theories  of   learning  (Warschauer  and  Healey  1998;  Kern  and  Warschauer  2000),  which   entailed  mind-­‐as-­‐container  and  communication-­‐as-­‐conduit  frames  (Lakoff  and   Johnson  1980;  Sfard  1998).  Accordingly,  tutorial  CALL  focused  on  the  ability  of  the   computer  to  provide  repetitive  input  and  targeted  feedback,  especially  for  grammar   and  vocabulary  learning.  Non-­‐tutorial  CALL  was  simply  an  umbrella  term  for   anything  outside  of  grammatically  oriented  tutorial  programs,  such  as  uses  of   technology  to  communicate  with  others  or  a  tool  for  expression  or  the  creation  and   manipulation  of  information.     8  |  P a g e    

    Stretching  the  tutor  metaphor,  Higgins  (1983)  made  the  interesting  distinction   between  computer  as  magister,  i.e.  the  drillmaster,  and  as  pedagogue,  i.e.  the   facilitator.  His  distinction  reflected  the  newly  emerging  learning  metaphors  of   cognitivism  and  constructivism,  which  emphasised  the  active  role  of  the  learner  and   aligned  with  communicative  language  teaching.  The  computer-­‐as-­‐tool  metaphor   then  emerged  from  ‘non-­‐tutorial  CALL’,  first  with  constructivism,  and  then  as   reflective  of  the  sociocultural  theory-­‐informed  mediating  role  of  technology   (Salaberry  1999;  Kern  2006;  Thorne  2008a;  Thorne  and  Payne  2005),  correlating   respectively  with  the  cognitive  and  socio-­‐cognitive  conceptualisations  of  L2  learning   (Kern  and  Warschauer  2000;  Blyth  2008).  Lam  and  Kramsch  (2003)  note  that   conceptualisations  for  learning  over  the  decades  often  reflected  prevailing   understandings  of  technology,  so  that  focus  on  memory  capacity  in  the  50s  and  60s   equated  to  behaviourism,  processing  power  in  the  70s  and  80s  to  cognitive-­‐ constructivism,  and  communication  and  networking  power  in  the  90s  and  00s  to   social  and  ecological  views  of  learning.  As  Lam  and  Kramsch  (2003)  describe,  new   metaphors  of  technology  as  ecology  or  social  simulacrum  have  arisen  that  parallel   the  rise  in  social  networking  applications  and  align  with  new  conceptualisations  of   literacies  (see  also  Thorne  2013).  This  more  recent  ecological  view  accommodates   the  breakdown  of  traditional  boundaries  between  places  and  times  for  learning,  the   role  of  the  learner/user  as  both  consumer  and  producer  of  knowledge,  and  the   distinctions  between  learning  as  work  and  learning  as  play.       3.1  Games  as  L2  learning  tutors     Digital  games  and  game-­‐mediated  L2  learning  environments  can  be  understood   with  the  traditional  metaphors  of  tutor  and  tool,  as  well  as  with  the  new  metaphor   of  ecology.  As  tutors,  games  can  be  seen  as  sources  for  linguistic  input  that  are   tirelessly  capable  of  repetition  when  needed,  meaningfully  contextualised  as  part  of   event-­‐driven  scenarios,  simulations,  and  goal-­‐directed  sequences,  and  controlled  by   9  |  P a g e    

  the  player.  Higgins’  (1983)  pedagogue  metaphor  is  particularly  appropriate,  since  a   well-­‐designed  game  provides  its  player  with  a  sense  of  agency,  even  though  game   rules  limit  a  player’s  activities.  In  other  words,  a  game  creator  acts  as  ‘guide  on  the   side’,  as  it  were,  by  designing  the  game  according  to  particular  parameters,  but  the   player  makes  choices  and  does  the  actual  playing.  Considering  a  digital  game  for   tutorial  purposes  requires  evaluation  of  the  language  use  embedded  in,  and   required  of,  the  game.       The  thematic  content  of  some  commercially  available  games  corresponds  with   familiar  L2  learning  units,  especially  certain  simulation,  strategy,  adventure,  and   role  play  games,  that  create  an  engineered  space  which  potentially  “integrates  the   many  benefits  of  online  gaming  to  produce  …  educationally  related  outcomes  in   simulated  …  interactional  contexts”  (Sykes  2008:  10-­‐11).  For  example,  The  Sims   series  offers  players  hundreds  of  contextualised  vocabulary  items  related  to   household  items  and  daily  life,  while  city,  farming,  and  restaurant  management   social  network  games  provide  playable  and  experiential  contexts  for  their   respective  themes.  Purushotma  (2005)  notes  that  a  life  simulation  game  like  The   Sims  provides  substantial  exposure  to  thematic  and  topical  vocabulary  that   correlates  with  early  levels  of  L2  study.  A  related  study  by  Miller  and  Hegelheimer   (2006)  illustrated  that  supplemental  learning  materials  effectively  reinforced  game-­‐ enhanced  learning  tasks  with  The  Sims  (see  also  Ranalli  2008).  DeHaan  (2005)   found  that  an  L2  Japanese  learner  was  able  to  learn  sports  vocabulary  in  a  baseball   action  game  through  contextual  clues  and  repetition,  although  DeHaan  also  noted   that  the  learner  had  trouble  focusing  on  both  rules  and  language  because  of  time   pressures  while  playing  (see  also  deHaan,  Reed,  and  Kuwada  2010).  Although  they   are  few  in  number,  digital  games  created  for  L2  learning  are  purposefully  designed   to  correspond  with  familiar  curriculum  units  that  teach  vocabulary,  grammar,  and   culture.  For  example,  the  game  Zon  (Zhao  and  Lai  2009)  was  developed  as  a  quest-­‐ based  multiplayer  game  for  learning  L2  Chinese  and  begins  with  a  simulation  of  the   Beijing  airport,  mimicking  the  experience  of  a  student  going  abroad  and  routine   10  |  P a g e    

  encounters  one  would  expect  to  confront  upon  first  entering  a  Chinese  speaking   context.     Teachers  might  find  some  games  too  narrow  in  language  register  for  broad   applicability;  for  example,  many  games  focus  on  the  registers  of  strategy,  tactic,   planning,  and  action.  Still,  even  games  with  limited  registers  contextualise   vocabulary  comprehension  for  the  very  real  purpose  of  gameplay,  and  so  offer   opportunities  for  contextualised  language  use.  In  this  way,  digital  games  might  be   understood  as  interactive  texts,  especially  useful  for  reading  development,  and   similar  to  uses  of  literature  and  film,  such  games  are  more  effective  as  learning   environments  when  supplemented  with  focused  vocabulary,  discussion,  and  writing   activities  in  classroom  contexts.     3.2  Games  as  L2  learning  tools  and  environments     Digital  games  can  also  be  understood  as  tools  for  L2  learning  that  lead  to  the   development  of  communicative  competence  and  its  interactional  and  discourse   correlates.  As  a  tool,  the  computer  mediates  the  construction  or  development  of   understanding  through  interaction  with  information  and  other  users.  From  this   perspective,  a  game  as  an  L2  learning  tool  would  provide  the  player  with  a  means  to   interact  with  L2  discourses,  users,  and  communities.  In  a  study  of  the  3D  multiuser   learning  environment  Quest  Atlantis,  Zheng  et  al  (2009)  examined  expert-­‐learner   interaction  and  the  English  language  development  of  two  adolescent  Mandarin   Chinese  speakers.  Data  from  quest  logs,  interviews,  and  participant  observation   indicated  that  intercultural  collaboration  for  quest  completion  resulted  in  the   learning  of  various  syntactic,  semantic,  pragmatic,  and  discourse  practices.    Zheng  et   al  (2009)  also  described  instances  in  which  the  learners  co-­‐constructed  meaning  at   the  discourse  level  and  modified  one  another’s  cultural  perspectives  through  tasks   centered  on  a  shared  goal.  In  addition,  Zheng  et  al  (2009)  noted  that  since  many  of   the  tasks  focused  on  the  co-­‐construction  of  cultural  knowledge,  the  expert  speaker   and  less  experienced  English  user  each  took  on  the  roles  of  learner  and  instructor.   11  |  P a g e    

  As  a  result,  both  interlocutors  gained  an  increased  appreciation  for  cultural   differences.  Zheng  et  al.  (2009)  suggested  that  similar  developmental  trajectories   could  occur  through  goal-­‐directed  activity  in  commercial  gaming  environments  not   specifically  built  for  educational  purposes  (e.g.,  Thorne  2008b).         Researchers  have  examined  L2  learning  through  games  in  contexts  where  players   are  using  the  L2  to  interact  with  other  players  about  the  game.  Much  of  this  work   has  been  descriptive  and  focused  on  L2  use  as  it  relates  to  learning.  For  example,   Piiranen-­‐Marsh  and  Tainio  (2009)  examined  how  two  Finnish  players  of  Final   Fantasy  X  learned  English  by  anticipating,  repeating,  and  sometimes  mocking  in-­‐ game  dialogue  while  playing  together,  in  effect  co-­‐constructing  collaborative   learning  episodes.       Using  a  game  as  a  tool  for  L2  learning  requires  consideration  of  the  quality  and   quantity  of  interaction  afforded  by  the  game,  e.g.  whether  it  has  a  chat  function,   whether  game  activities  require  player-­‐player  interaction,  and  whether  that   interaction  is  linguistic  in  nature.  Multiplayer  games  most  obviously  afford   interaction,  but  not  all  multiplayer  games  afford  or  require  interaction  to  the  same   degree.  For  example,  many  social  network-­‐based  games  push  players  to  ‘neighbor’   each  other,  but  ‘visiting’  one  another  may  not  involve  language  use  at  all.  Of  all  game   types,  massively  multiplayer  online  role-­‐playing  games  (MMORPGs,  discussed  below   in  section  3.3)  seem  to  offer  the  most  potential  (Lai,  Ni,  and  Zhao  2012),  as  players   in  most  MMORPG  designs  have  to  interact  often  and  negotiate  roles  in  order  to  play   successfully.  While  many  multiplayer  games  include  highly  specialised  vocabulary   that  may  be  of  limited  use  outside  of  gaming  contexts,  it  is  important  to  keep  in   mind  that  communicative  engagement  in  a  tool  or  use  paradigm  is  primarily   functional  in  nature  and  goal-­‐directed  interactional  and  interpersonal  meaning  is   paramount.  From  this  perspective,  L2  learning  tasks  in  game  settings  have  the   potential  to  encourage  interaction  between  players  through,  and  about,  the  game   content.  If  the  game  design  does  not  require  interaction,  supplemental  classroom  or   12  |  P a g e    

  instructional  tasks  might  be  designed  to  promote  or  demand  it  (e.g.,  the  work  of  Jeff   Kuhn  (2014)  using  the  game  Minecraft  for  University  composition  courses).       3.3  Games  as  L2  learning  ecologies     Technology-­‐as-­‐ecology  might  be  considered  a  metaphor  derivative  of,  and  therefore   subsumed  under,  technology-­‐as-­‐tool,  since  ecological  systems  are  functionally   defined.  Indeed,  metaphors  should  not  be  understood  as  exclusive  of  one  another,   but  co-­‐existing  (Lam  and  Kramsch  2003)—one  might  well  argue  that  players   learning  from  in-­‐game  content  are  using  the  game  as  a  tool  as  well  as  a  tutor.  When   addressing  pedagogical  applications,  however,  it  is  useful  to  consider  how  gameplay   is  part  of  a  larger  ecology  of  game-­‐related  texts  and  practices,  i.e.  what  have  been   termed  paratexts  (Apperly  and  Beavis  2011)  or  attendant  discourses  (Reinhardt   and  Sykes  2012;  Thorne,  Black,  and  Sykes  2009).  Understanding  games  as  ecologies   for  L2  learning  requires  recognition  of  how  technology  has  fundamentally  shifted   the  traditional  temporal,  spatial,  and  functional  parameters  of  education.  Gamers   play  games,  and  thus  potentially  learn,  at  any  time,  at  any  place,  from  anyone,  in   both  productive  and  consumer  roles,  for  entertainment  as  well  as  for  more  ‘serious’   purposes.  From  this  perspective,  game  playing  is  an  interconnected  ecology  of   social-­‐cultural  texts  and  practices  that  have  the  potential  to  extend  as  well  as   transform  traditional  or  ‘transmission’  notions  of  learning  from  teachers  and   textbooks.       Research  on  games  as  L2  learning  ecologies  has  included  studies  of  the  linguistic   features  of  paratexts  (e.g.  Thorne,  Fischer,  and  Lu  2012),  communities  of  L2  gamers   (e.g.  Chik  2012),  and  mobile,  place-­‐based  game  design  and  implementation  (e.g.   Holden  and  Sykes  2011;  Thorne  2013).  Thorne  et  al.  (2012)  found  that  the  texts  and   practices  surrounding  World  of  Warcraft,  i.e.  the  in-­‐game  quests,  online  discussion   boards,  and  online  strategy  guides,  illustrated  a  great  variety  of  linguistic  registers,   genres,  and  functions  (see  also  Steinkuehler  and  Duncan  2008).  Multiplayer  games   may  provide  interactional  opportunities  for  language  use,  competition,  and   13  |  P a g e    

  collaboration.  Rama,  Black,  van  Es,  and  Warschauer  (2012)  showed  that  MMORPG   gameplay  can  emphasise  communicative  competence  and  promote  goal-­‐oriented   and  collaborative  interaction  among  novices  and  experts.    In  their  study,  an  expert   World  of  Warcraft  player  with  beginning  Spanish  language  skills  was  able  to   leverage  his  gaming  expertise  and  learn  Spanish  more  effectively  than  a  more   advanced  Spanish  learner  with  little  gaming  experience.  Peterson  (2012)  examined   the  chat  transcripts  of  a  dozen  EFL  players  of  the  MMORPG  Wonderland  and  found   evidence  for  the  development  of  socio-­‐pragmatic  competence  and  the  establishment   of  joint  intersubjectivity,  as  well  as  increased  confidence  and  willingness  to   communicate.  Zheng,  Newgarden,  and  Young  (2012)  showed  that  WoW  players   engage  in  a  variety  of  communicative  activities  and  that  gameplay  involves   considerable  affordance  for  values  realizing  through  coaction.       Holden  and  Sykes  (2011)  found  that  Spanish  learners’  awareness  of  the  language   ecologies  in  local  neighborhoods  was  transformed  by  playing  a  mobile  game  that   had  the  learners  solve  a  local  mystery  in  Spanish.  Because  the  game  situated   language  use  outside  traditional  educational  boundaries,  learners  developed  new   perspectives  on  the  purpose  of  learning  Spanish,  using  mobile  technology,  and   playing  digital  games.  Related  research  has  also  shown  that  digital  game  spaces   afford  informal,  autonomous  learning.  For  example,  Chik  (2012)  showed  that   gamers  in  Hong  Kong  engage  in  English  and  Japanese  language  learning  practices   informally  and  autonomously,  on  their  own  and  with  other  gamers,  in  order  to  play   the  latest  games  before  they  are  translated  into  Cantonese.  Learning  practices   involve  reading  and  listening  to  in-­‐game  dialogues  and  instructions,  interacting  with   other  players,  and  reading  and  writing  in  online  discussion  forums.  Thorne  (2008b)   and  Thorne  and  Fischer  (2012)  provided  evidence  of  informal  and  polylingual   language  use  in  MMO  contexts  by  surveying  players  and  examining  discussion  board   exchanges  about  the  use  of  online  games  for  language  learning.  While  players  report   language  learning  opportunities  through  game  play,  they  are  also  conscious  that  the   casual  and  fluent  language  use  in  games  does  not  equate  to  formal  prestige  varieties   and  academic  genres.  In  a  study  of  younger  school  aged  children  playing   14  |  P a g e    

  recreational  games  at  home,  Sylven  and  Sundqvist  (2012)  showed  that  the  language   proficiency  of  English  learners  was  positively  correlated  to  their  gaming   experiences,  presumably  as  those  learners  had  exposure  to  English  in  games  outside   of  school.       As  the  above  research  recognises,  games  and  gaming  may  not  easily  fit  into   traditional  L2  educational  structures,  and  treating  games  as  mainly  tutor  or  tool   may  not  realise  their  full  potential.  This  said,  the  ecological  metaphor  is  congruent   with  the  concept  of  digital  multiliteracies  (New  London  Group  1996;  Knobel  and   Lankshear  2007;  Thorne  2013),  which  claims  that  literacy  development  is   multifarious,  dynamic,  and  complex.  From  a  multiliteracies  view,  learning  happens   both  in  school  and  out  of  school,  while  working  and  playing,  from  teachers  and  from   interaction  with  peers  alike.  Game  playing  can  thus  afford  the  development  of   multiliteracies—most  obviously,  what  has  been  called  ‘game  literacy’  (Gee  2007b;   Squire  2008b),  or  the  critical  awareness  that  game  systems,  dynamics,  and   discourses  are  representative  of  reality  (Bogost  2007),  and  that  even  non-­‐playful   human  activity  like  learning  and  working  can  be  game-­‐like,  heterarchical  and   counter-­‐hegemonic  (Thomas  and  Brown  2009).       Game  genres  that  would  typically  lend  themselves  to  ecologically  oriented  “learning   in  the  wild”  activities  (Thorne  2010)  would  be  relatively  complex  games  with   significantly  active  player  communities  such  as  massively  multiplayer  online  games.   The  goal  of  game-­‐as-­‐ecology  activities  would  be  to  develop  game-­‐mediated   literacies  through  critical  analysis  and  participation  in  mediated  discourses  about   and  around  games  as  cultural  texts  and  social  practices  (e.g.  Squire  2008b;   Alexander  2009;  Lacasa,  Martinez,  and  Mendez  2010).  To  this  end,  and  in  additional   to  game  play,  players/students  might  design  and  describe  avatars  and  gameworlds,   write  fan  fiction  based  on  game  narratives  or  storylines,  analyze  game  dynamics  and   mechanics,  make  guides  to  gameplay,  participate  in  game  strategy  forums,  write   game  critiques,  and  even  design  games  themselves.  From  this  perspective,  gaming   and  games  are  ways  to  be  in,  and  to  understand,  the  world,  and  language  is  not   15  |  P a g e    

  learned  only  from  or  through  games,  but  as  constitutive  of  the  ecology  of  the   broader  discourses  surrounding  games.       4.  A  NEW  METAPHOR  FOR  A  FAMILIAR  PRACTICE:  GAME  AS  METHOD       As  discussed  above,  digital  games  can  be  conceptualised  metaphorically  as  tutors,   tools,  and  ecologies  for  computer-­‐assisted  L2  pedagogy,  both  in  the  adaptation  of   commercial  games  to  enhance  L2  learning  and  in  the  design  and  implementation  of   game-­‐based  L2  learning  environments  (Reinhardt  and  Sykes  2012;  2014;  Sykes  and   Reinhardt  2013).  In  addition,  the  concept  of  a  game  itself  can  be  taken  as  a   metaphor  for  learning  activity.  Learners  can  play  digital  games  and  participate  in   game-­‐related  social  practices,  and  reciprocally,  game  elements  can  be  incorporated   into  a  learning  activity,  assessment  procedure,  or  curriculum,  making  the  very   lesson  itself  game-­‐like.  In  this  sense,  the  game  informs,  and  even  becomes,  the   pedagogical  method,  and  the  activity  is  “gamified”.       The  concept  of  gamification,  or  “the  integration  of  game  elements,  mechanics,  and   frameworks  into  non-­‐game  scenarios”  (New  Media  Consortium  Horizon  Report   2013:  20),  has  taken  the  corporate  training  and  marketing  industries  by  storm,  as   proponents  in  those  industries  might  put  it.  Perhaps  because  of  these  corporate   origins,  well-­‐known  games  studies  scholars  have  denounced  gamification  (Bogost   2011;  Schell  2010),  and  skeptics  have  become  understandably  wary  of  applying  it  to   broader  educational  contexts.  However,  many  proponents  (e.g.  Kapp  2012)  argue   that  gamification  should  not  be  considered  a  slick  and  easy  way  to  make  learning   fun.  It  is  neither  new,  as  the  principles  are  familiar  to  experienced  educators,  nor   simple,  as  it  is  more  than  just  applying  badges,  points,  levels  and  rewards,  and   gamification  should  certainly  not  be  considered  a  facile  panacea  as  technological   innovations  are  often  portrayed  in  education.  Kapp  defines  gamification  as  “a   careful  and  considered  application  of  game  thinking  to  solving  problems  and   encouraging  learning  using  all  the  elements  of  games  that  are  appropriate”  (ibid.:15-­‐ 16).  McGonigal  (2011),  for  example,  proposes  the  term  “gameful”  in  contrast  to   16  |  P a g e    

  “playful”,  as  an  adjective  to  describe  the  quality  of  having  game-­‐like  elements,  but   not  necessarily  being  a  true  game  in  the  sense  of  focusing  exclusively  on  ludic   activity.       Much  of  the  debate  surrounding  gamification  revolves  around  terminology  and  the   problematic  definition  of  “game”,  which  is  sometimes  as  much  in  the  disposition  of   the  players  as  in  the  rules  that  define  it.  For  current  purposes,  the  terms  “game-­‐ informed”  and  “gameful”  are  preferred,  as  adjectives  that  modify,  but  do  not   unrecognizably  alter,  the  core  activity  of  computer-­‐assisted  language  learning  and   teaching.  To  understand  the  potential  value  of  game-­‐informed  L2  pedagogy,  it  is   useful  to  compare  how  games  are  designed  with  how  languages  are  often  taught.   These  parallels,  presented  in  brief  here  but  discussed  at  length  in  Sykes  and   Reinhardt  (2013),  are  centered  on  goal  orientation,  interactivity,  feedback   provision,  context  of  playing  and  learning,  and  motivation.       4.1  Games  promote  goal-­‐oriented  behaviour     One  of  the  defining  characteristics  of  a  game  is  that  it  demands  goal-­‐oriented   behaviour  from  its  players.  If  a  player  does  not  know  the  object  of  a  game,  one  could   argue,  he  or  she  does  not  recognise  it  as  a  game,  but  could  consider  it  open-­‐ended   play.  Well-­‐designed  games  afford  goal  orientation  by  providing  challenges  that  are   scaffolded  and  achievable,  thus  promoting  measured  risk  planning  and  taking.   Feedback  (see  below)  is  provided  just  when  needed,  at  appropriate  levels,  and  with   meaningful,  albeit  often  low-­‐stakes,  consequences.  The  goal-­‐orientation  systems   constitutive  of  games  thus  relate  a  sense  of  agency  and  control  to  the  player,  even   though  mechanics  put  in  place  by  the  game’s  designer  set  the  parameters  of  possible   action.       Goals  in  games  tend  to  focus  on  winning  or  reaching  the  next  level  and  accumulating   experience  or  other  rewards  that  function  as  resources  for  continued  play.  Goals   tend  to  vary  by  game  genres,  so  that  in  action  games,  quick  reaction  time  and   17  |  P a g e    

  physical  finesse  often  define  the  goals,  while  in  strategy  and  simulation  games,   planning  and  tactics  are  required,  although  goals  may  be  more  open-­‐ended.  In   adventure  games,  goals  are  progressive  and  more  linear  in  nature,  and  in  role-­‐play   games,  players  usually  are  given  quests,  or  sets  of  linked  activities  to  complete  that   lead  to  particular  rewards.  Players  may  have  multiple,  simultaneous  goals  while   playing,  which  well-­‐designed  games  help  manage.         In  L2  teaching,  goals  are  understood  as  a  defining  quality  of  a  curriculum,  unit,  or   learning  task.  In  task-­‐based  teaching  and  learning  activity  design,  the  goal  is   expressed  as  learning  objectives,  which  implicate  specific  activities  and  outcomes   that  meet  them.  Tasks  should  be  contextualised,  relevant,  and  learning-­‐centered,   and  are  ideally  student-­‐driven  and  thus  motivating  and  effective  (Van  den  Banden,   Bygate,  and  Norris  2009).    In  practice,  however,  learning  goals  are  often  driven  by   curriculum  dictates  and  high-­‐stakes  testing,  with  secondary  consideration  given  to   the  importance  of  learner  orientation  to  them.  Learners  are  sometimes  given  little   agency,  or  the  choices  they  are  given  are  limited  or  inconsequential.  The  result  is   that  learners  can  lose  motivation  and  develop  little  autonomy  or  capacity  to  self-­‐ direct.       If  L2  pedagogy  were  informed  by  game  design  principles,  the  goals  of  L2   pedagogical  tasks  would  be  primarily  driven  by  learners,  even  while  they  are  guided   by  instructors  and  curricular  demands.  In  game  design,  player  agency  is  promoted   by  scaffolding  the  goal  orientation  process  through  provision  of  feedback  regarding   which  goals  are  set,  which  can  be  set,  and  the  progress  a  player  is  making  towards   reaching  them.  In  game-­‐informed  L2  pedagogy,  a  learner  would  have  constant  and   customizable  access  to  his  or  her  own  goal  progress.    Learners  would  be  aware  of   the  purpose  of  a  particular  learning  task  and  the  expected  outcomes,  which  they   would  have  some  agency  in  choosing.  To  a  certain  degree,  learners  would  be  able  to   customise  task  sequences  and  stakes,  and  consequences  would  be  discernible  and   integrated  (Salen  and  Zimmerman  2004),  thus  contributing  to  task  authenticity  and   motivation.     18  |  P a g e    

    4.2  Games  provide  interactivity  on  multiple  levels     Game  design  theorists  Salen  and  Zimmerman  (2004)  argue  that  a  good  digital  game   is  engaging  and  immersive  because  it  is  interactive  in  several  different  ways.  It  is   cognitively  interactive  if  it  engages  players  cinematically  through  artful  graphics,   sounds,  music,  and  narratives.  A  game  provides  strong  functional  interactivity  if  it   provides  a  well-­‐designed  interface  that  is  intuitive  and  comprehensive,  at  the  same   time  that  it  is  customizable  and  eventually  invisible  to  the  expert  player.  Unlike   cinema  and  literature,  a  game  is  explicitly  interactive,  since  it  allows  players  to   interact  with  elements  in  the  game  itself,  and  game  outcomes  are  based  on  player   choices.  Finally,  a  well-­‐designed  game  is  highly  interactive  on  a  cultural  level,   meaning  it  has  relation  to  cultural  themes,  texts,  and  social  practices  outside  the   game  itself.       Interaction  is  also  posited  to  be  beneficial,  if  not  requisite,  for  language  learning.   Cognitively,  processes  of  comprehension  and  development  are  thought  to  require   interaction  on  intra-­‐psychological  and  inter-­‐psychological  (Lantolf  and  Thorne   2006;  Gass  and  Mackey  2012),  or  social,  levels.  Social  interaction  is  understood  as   foundational  to  language  pedagogy  and  is  at  the  heart  of  communicative  language   teaching  (Savignon  1972).  Effective  language  pedagogy  also  incorporates  cultural   interaction,  as  the  development  of  intercultural  competence  (Byram  1998)  becomes   a  key  objective  of  modern  language  curricula.       The  relationship  between  interaction  and  interactivity  is  a  subtle  point  but  one  that   is  important  in  application  to  game-­‐informed  insights  to  L2  pedagogy.  In  games,   interaction  is  an  affordance,  or  a  potential  for  action.  In  other  words,  designed   interactivity  affords  interaction  and  interaction  and  play  are  inseparable.  In  L2   pedagogy,  interaction  is  sometimes  seen  as  a  pre-­‐condition  for  learning,  rather  than   inseparable  from  the  learning  that  emerges  from  interactive  conditions.  To  afford   gameful  L2  interaction  and  thus  learning,  interactivity  would  be  designed  into   19  |  P a g e    

  pedagogy  on  cognitive,  functional,  explicit,  and  cultural  levels.  Cognitively   interactive  learning  environments  would  be  immersive  and  rich  in  sensory  input.   Learning  activities  would  be  functionally  interactive  and  intuitively  carried  out   without  excessive  explanation  of  directions  or  procedures.  Designed  interactivity   would  regularly  offer  choices  to  learners  and  have  outcomes  that  are  consequential   and  integrated  with  the  next  activities.  Finally,  culturally  interactive  learning   environments  would  bridge  familiar  and  local  cultures  with  new  and  global   conceptualisations,  i.e.  they  are  transcultural  in  nature.  Designed  interactivity  thus   acts  as  an  affordance  for  interaction  and  learning.       4.3  Games  give  feedback  that  is  timely,  individualised,  and  instructional       Well-­‐designed  games  are  especially  good  at  giving  feedback  at  just  the  right  time,  in   just  the  right  amount,  at  just  the  right  level,  and  in  a  way  that  encourages  continued   play.  Feedback  in  game  design  can  be  a  sound,  a  point,  a  message,  a  success,  or  a   failure  state  that  results  from  a  player  action.  When  feedback  is  timely,  it  is  obvious,   and  the  player  knows  what  action  likely  caused  it.  When  feedback  is  individualised,   it  takes  into  consideration  what  feedback  has  already  been  given,  and  adjusts  the   quality  and  quantity  according  to  the  player’s  immediate  need.  In  this  way,  feedback   provided  at  the  right  time,  of  the  right  nature,  and  in  the  right  amount  is  likely   within  the  player’s  zone  of  proximal  development  (Vygotsky  1978),  and  functions  to   scaffold  the  player’s  development.  In  other  words,  it  is  instructional  rather  than   punitive,  and  is  formative  rather  than  summative.       Feedback  in  L2  instruction  is  frequently  not  immediate,  and  so  learners  are  not   always  aware  whether  their  performance  is  meeting  goals.  Although  it  is  not  always   possible  to  provide  timely  feedback  in  L2  performance,  gameful  feedback  provision   would  be  as  targeted  as  possible,  so  that  learners  would  know  when  they  were  in   fact  being  provided  feedback,  and  for  what  aspects  of  their  performance—e.g.   fluency  or  accuracy.  Game-­‐informed  feedback  would  also  be  gradated,  so  that  overt   and  communicative  mistakes  were  given  more  attention  than  less  serious  errors   20  |  P a g e    

  (Brown  2007).  Some  tests  might  be  more  customizable,  so  that  learners  were  given   some  choice  as  to  how  much  items  were  worth.  Following  game  mechanics  that   reward  persistence  and  repeated  attempts  at  difficult  tasks,  a  gameful  approach  to   design  of  language  learning  environments  would  enable  learners  the  opportunity  to   revisit  their  mistakes  and  gain  rewards  for  fixing  them.     4.4  Games  provide  meaningful  contexts  for  play  and  learning     A  game  has  been  defined  as  a  set  of  rules  contextualised  by  narratives  that  structure   a  coherent  fictional  world  (Juul  2005).  Through  representation,  narratives  provide   the  means  to  learn  the  rules  and  play  the  game,  but  because  games  from  similar   genres  have  similar  rules,  players  can  transfer  rule  knowledge  between  games  of   similar  genres  even  if  their  themes  differ.  Kapp  (2012:  27)  observes  that  game   representations  are  models  of  real  systems  and  concepts,  abstracted  to  clarify  cause   and  effect  relationships.  Game  context  can  be  understood  as  the  context  represented   by  the  game  narratives  around  the  rules  (i.e.  the  context-­‐in-­‐the-­‐game  of   abstractions),  as  well  as  the  cultural  and  situational  context  of  where,  when,  and  by   whom  the  game  is  played  (i.e.  the  context-­‐of-­‐the-­‐game).  A  game  developer  creates  a   “designed  narrative”  in  a  game,  but  a  player  creates  a  “personal  narrative”  as  he  or   she  plays  it,  experiencing  the  design  in  a  unique,  agentful  way  (Neitzel  2005).       As  a  form  of  story  telling,  game  narratives  play  a  key  role  in  cultural  transmission   and  participation  and  these  narrative  schemata  and  framing  help  to  situate   cognition  and  learning.  In  most  current  approaches  of  L2  pedagogy,  context  is   recognised  as  central  to  meaning  and  teachers  strive  to  create  meaningful  contexts   for  L2  learning.  Older  L2  pedagogical  approaches,  e.g.  grammar-­‐translation  and   audio-­‐lingualism,  however,  sometimes  focus  on  form  to  the  exclusion  of  meaning,   and  grammatical  competence  is  seen  to  contrast  with  communicative  competence   (Hymes  1972).  The  most  widely  accepted  theories  of  second  language  acquisition   posit  that  language  is  both  form  and  meaning  and  language  learning  happens  by   noticing  form  in  conjunction  with  referential  and  functional-­‐pragmatic  value.     21  |  P a g e    

    Language  pedagogy  informed  by  game  design  principles  of  situated  goal-­‐directed   activity  would  recognise  that  just  as  a  game  rule  has  no  function  without  designed   narratives,  language  form  has  no  meaning  without  narrative  context.  Just  as  a  game   is  not  a  game  until  it  is  played,  ‘language’  is  a  mere  abstraction  until  it  is  put  to   meaningful  use.  As  Volosinov  has  remarked,  it  is  “solely  through  the  utterance   [communicative  activity]  that  language  makes  contact  with  communication,  is   imbued  with  its  vital  power,  and  becomes  a  reality”  (1973:  123;  Thorne  and  Lantolf   2007).       4.5  Games  motivate  through  engagement     The  final  parallel  to  draw  for  game-­‐informed  L2  pedagogy  is  between   conceptualisations  of  motivation  in  game  design  and  learning  theory.  In  game   design  theory,  motivation  is  understood  as  emerging  from  the  balance  between   challenge  and  reward  or  accomplishment.  Game  designers  try  to  keep  players   engaged  by  providing  challenges  and  rewards  through  goal  and  feedback  systems   targeted  at,  or  just  beyond,  a  player’s  level.  Czikszentmihalyi  (2001)  identified  this   state  as  “flow”,  or  the  sense  of  complete  engagement  and  control  in  uncertain   situations.  If  an  activity  is  too  challenging,  the  player  is  frustrated,  but  if  it’s  too  easy,   the  player  is  bored.       Motivation  in  learning  is  often  conceptualised  as  prerequisite  and  determinative  of   learning  success.  Intrinsic  motivation  is  often  considered  to  be  more  desirable  than   extrinsic  motivation,  as  the  latter  depends  on  external  factors.  In  language  learning,   integrative  orientation  is  seen  as  more  indicative  of  long-­‐term  success,  while   instrumental  orientation  is  more  immediate  and  practical.  Dörnyei  (2001)  offers  a   more  nuanced  account  of  motivation,  and  suggests  that  activity  is  initially  motivated   by  processes  of  choice  and  selection,  then  followed  through  by  executive   functioning,  and  constantly  re-­‐assessed  throughout.       22  |  P a g e    

  Game-­‐informed  insights  from  motivation  research  to  L2  learning  acknowledge  that   flow  states  potentially  optimise  L2  learning  (Egbert  2003),  and  that  motivation  is  a   process,  or  outcome,  as  much  as  it  is  a  pre-­‐existing  variable.  Individualisation  of   learning  activity  would  allow  learners  to  find  their  own  balance  of  challenge  and   reward.  Recognizing  that  extrinsic  and  intrinsic  factors  are  fluid  and  not  necessarily   pre-­‐conditional,  gameful  activities  would  have  learners  reflect  on,  and  revisit  their   motivations  over  time.  Process  models  of  motivation  implicate  providing  choice  and   agency  to  students,  and  explicitly  incorporating  executive  processes  like  planning,   decision  making,  and  critical  evaluation  into  learning  activities.       5.  A  GAMEFUL  FUTURE     In  game-­‐informed  L2  pedagogy,  instructors,  activity  designers,  and  learners  alike   are  more  attuned  to  “gameful  thinking”,  or  the  awareness  of  game-­‐like  elements   such  as  competition,  exploration,  narrative,  mimesis,  collaboration,  and   representation  that  are  part  of  everyday  human  life  and  interaction  (Kapp  2012:   11).  Game  literacies  add  to  gameful  thinking  the  important  element  of  application  or   competence,  the  ability  to  effectively  understand  and  contribute  to  complex  social-­‐ semiotic  practices.       In  this  chapter,  L2  pedagogical  uses  of  digital  games  have  been  conceptualised  with   the  traditional  CALL  metaphors  of  tutor  and  tool,  as  well  as  with  the  more  recent   metaphor  of  ecology.  Games  have  traditionally  been  defined  as  representative,  rule-­‐ based  systems  that  are  played  for  non-­‐serious  purposes.  While  the  non-­‐serious   quality  of  games  allow  them  to  function  as  realms  of  mimesis  and  simulation,  and   thus  are  potentially  effective  for  learning,  these  functions  are  in  good  part   dependent  on  player  disposition,  and  if  the  player  knows  the  end  goal  is  punitive  (a   grade  or  mark),  the  game  may  cease  to  be  a  game  in  her  mind.  This  is  the  “artificial   unintelligence”  that  Phillips  ascribed  to  games  for  CALL  in  1987.  A  more  nuanced   interpretation  of  gamification  for  digitally-­‐mediated  L2  pedagogy  might  be   “gamefulness  as  method”,  where  the  ontological  entailments  of  “game”  are  not   23  |  P a g e    

  pivotal.  As  McGonigal  notes  (2011),  the  term  gameful  invokes  creativity  and   collaboration  while  still  retaining  a  serious  quality,  unlike  ‘playful’.  Creativity,   curiosity,  and  collaboration  are  hallmark  goals  of  L2  pedagogy,  whether  digitally   mediated  or  not,  and  successful  L2  instructors  have  long  been  practicing  various   versions  of  “gamefulness  as  method”.  While  gameful  teaching  is  not  entirely  new,   traditional  and  new  metaphors  may  help  us  see  the  familiar  in  a  new  light,  and   thereby  to  reconceptualise  pedagogical  paradigms  to  more  fully  utilise  and  benefit   from  emerging  technologies  and  social  practices.       6.  FURTHER  READING     Gee,  J.  (2007a).  Good  video  games  and  good  learning.  New  York:  Peter  Lang.     This  seminal  volume  describes  the  uses  and  benefits  of  online  gaming  environments   from  learning  sciences  and  literacy  development  perspectives.     Reinders,  H.  (ed.)  (2012)  Digital  Games  in  Language  Teaching  and  Learning,  New   York:  Palgrave  Macmillan.     This  edited  volume  includes  chapters  exploring  language  learning  through  game   play.     Reinhardt,  J.,  and  Sykes,  J.  M.  (2014)  Digital  Game  Activity  in  L2  Teaching  and   Learning.  Language  Learning  and  Technology,18(2).     This  special  issue  is  comprised  of  articles  examining  digital  gaming  and  issues  of   autonomy,  willingness  to  communicate,  writing,  and  micro-­‐blogging.     Sykes,  J.  and  Reinhardt,  J.  (2013).  Language  at  Play:  Digital  Games  in  Second  and   Foreign  Language  Teaching  and  Learning.  New  York:  Pearson.   24  |  P a g e    

    This  volume  presents  a  comprehensive  approach  to  understanding  online  gaming   from  a  second  language  acquisition  perspective  and  includes  extensive  discussion   supporting  the  use  of  games  in  instructed  L2  contexts.     Thorne,  S.  L.,  Cornillie,  F.,  and  Piet,  D.  (eds.)  (2012).  Digital  Games  for  Language   Learning:  Challenges  and  Opportunities.  ReCALL  Journal,  24(3).     This  special  issue  of  the  ReCALL  Journal  is  comprised  of  articles  exploring  various   uses  of  commercial  as  well  as  L2  learning  designed  game  environments  for  language   education.     References     Alexander,  J.  (2009)  ‘Gaming,  student  literacies,  and  the  composition   classroom:  some  possibilities  for  transformation’,  College  Composition  and   Communication,  61(1):  35-­‐63.     Apperley,  T.  and  Beavis,  C.  (2011)  ‘Literacy  into  action:  digital  games  as  action  and   text  in  the  english  and  literacy  classroom’,  Pedagogies,  5(2):  130-­‐143.     Bax,  S.  (2003)  ‘CALL-­‐-­‐past,  present  and  future’,  System,  31:  13-­‐28.     Blyth,  C.  (2008)  ‘Research  perspectives  on  online  discourse  and  foreign   language  learning’,  in  S.  Magnan  (ed.)  Mediating  Discourse  Online,  Amsterdam:  Johns   Benjamins:  47–70.     Bogost,  I.  (2007)  Persuasive  Games:  The  Expressive  Power  of  Videogames,  Cambridge:   MIT  Press.     25  |  P a g e    

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  Notes  on  Contributors:     Jonathon  Reinhardt,  University  of  Arizona     Jonathon  Reinhardt  is  Associate  Professor  in  the  Department  of  English  and  Faculty   in  the  Second  Language  Acquisition  and  Teaching  program  at  the  University  of   Arizona.  He  is  Director  of  the  Games  for  Literacies  Project  at  CERCLL,  the   university’s  National  Foreign  Language  Resource  Center.  His  research  interests  are   in  exploring  the  relationship  between  changes  in  socio-­‐cultural,  educational,  and   technological  practice  and  the  theory  and  practice  of  technology-­‐enhanced  second   and  foreign  language  pedagogy,  focusing  especially  on  emergent  technologies  like   social  media  and  digital  gaming.       Steven  L.  Thorne,  Portland  State  University  and  University  of  Groningen     Steven  Thorne  (Ph.D.,  University  of  California,  Berkeley)  is  Associate  Professor  of   Second  Language  Acquisition  in  the  Department  of  World  Languages  and   Literatures  at  Portland  State  University  (USA),  with  a  secondary  appointment  in  the   Department  of  Applied  Linguistics  at  the  University  of  Groningen  (The  Netherlands).   His  research  utilises  cultural-­‐historical,  usage-­‐based,  distributed,  and  critical   approaches  to  language  development,  often  with  a  focus  on  human  interactivity  in   technology-­‐culture  contexts.  He  is  currently  working  on  a  variety  of  projects  that   examine  mobile  media  and  place-­‐based  learning,  technology  use  within  and  outside   of  formal  educational  settings,  Indigenous  language  maintenance  and  revitalisation,   and  interventions  that  situate  language  learning  at  the  heart  of  university  study.  In   2014,  he  was  selected  to  receive  the  Faculty  Research  Excellence  Award  for   Assistant  and  Associate  Professors  at  Portland  State  University.         35  |  P a g e    

             

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