Adventure

Back to the Future

English

Vocabulary

Listening Reading

Writing

Speaking

60 (M10/F50; 19)

Quantitative:

Survey

Intervention: One hour

Survey questionnaire (open ended questions and Liker scale)

(+) 37 participants reported that game was helpful for vocabulary improvement (M = 4.17), 26 listening (M = 4.17), and 12 reading (M = 4.00);

(−) Difficult in-game vocabulary; less gains in speaking (M = 3.00) and writing (M = 2.78).

Yang & Chen (2012)

Runaway: A Road Adventure

English

Vocabulary

40 (M20/F20; 23-27/ intermediate)

Quantitative: Experimental

Intervention: 120 hours

Pre-test (TOEFL)

Post-test (Spearman-Brown reliability: 0.803)

Questionnaire (Liker scale)

(+) Experimental group outperformed control group in post-test: 16.75 ± 1.585 compared to 14.05 ± 1.326.

(−) In experimental group male participants performed better than female; female participants enjoyed adventure video game less than male

Vahdat & Behbahani (2013)

L.A.Noire

English

Vocabulary

25 (M; 14-16)

Qualitative

Intervention: N/A

Interview

Observation of a game play

(+) Positive effects on gaining new vocabulary and its retention.

Shahriarpour & Kafi (2014)

First Person Shooter

America’s Army

English

Listening

38 (M22/F16; 16+)

Mixed-Method: Experimental

Intervention: N/A

Pre-test

Post-test

Interview

Questionnair (open-ended & quantitative) Observations of a game play

(−) No significant gains in listening comprehension (game tutorial group: pre-test 43.57 ± 15.98 compared to the post-test 47.86 ± 21.19; vocabulary group: 47.33 ± 20.82 compared to the post-test 47.33 ± 22.52; female participants reported the lack of interest in the First-Person Shooter games.

Anderson et al. (2008)

Sports

Jiikyoo Powafuru Pro Yakkyu 6

Japanese

Listening

Reading

1 (M; 27; gamer)

Mixed-Method:

Case Study

Intervention: 30-minutes twice a week (one month)

Pre-test

Post-test

Observation of a game play

Game logs (self-report)

Interview

(+) Enhancement of listening (seven additional expressions on the aural post-test were translated) and reading comprehension (pronounced 12 more kanji on the post-test and read some statistics in kanji).

(−) Difficulty to focus both on game mechanics and on language learning.

DeHaan (2005)

Rhythm

Parappa the Rapper 2

English

Vocabulary

80 (M65/F15; 18-24; gamers)

Quantitative: Experimental

Intervention:

20 minutes

Pre-test

Post-test

Delayed Post-test

Opinion self-report

Cognitive Load Questionnaire: mental effort (a > 0.85) and material difficulty (a = 0.4583)

(+) Two-week delayed vocabulary post-test indicated that watchers forgot more words (from 23.27 to 16.03) than gamers (from 7.42 to 5.15) because gamers spend more mental effort; although this difference was not statistically significant (t(39) = 1.78, p = 0.082).

(−) Cognitive overload; a paired-samples t-test suggestedthat players recalled significantly fewer words compared to watchers (t(39) = 11.63, p < 0.05); both group noticed and recalled less known words than they reported in the written pre-test of game lyrics (e.g., watchers decrease was from 35.8 to 21.70 words, while gamers’ from 35.7 words to 7.23).

DeHaan et al. (2010)