Bui, Trung Hoang Minh, Phuong Thi Tuyet Le & Farhan Ali
2026. Digital Gaming and English L2 Informal Learning in Adolescents. Simulation & Gaming 57:1 ► pp. 69 ff.
Ramírez Sánchez, Iván & Universidad de Las Palmas de Gran Canaria
2026. El videojuego RPG como vehículo para la enseñanza y el aprendizaje del léxico. El Guiniguada 35
Bain IV, Lincoln & Liudmila Klimanova
2025. Identity and DGBLLT. In The Palgrave Encyclopedia of Computer-Assisted Language Learning, ► pp. 1 ff.
Becker, Daniel
2025. DGBLLT and Entertainment Games. In The Palgrave Encyclopedia of Computer-Assisted Language Learning, ► pp. 1 ff.
Bourgoing, Nathan
2025. Minecrafting the French language: classification of lexical creation processes for analyzing the presence of (neo)terminology in the discourse of the French-speaking community of Minecraft. Popular Communication► pp. 1 ff.
Calafato, Raees & Tobias Clausen
2025. Vocabulary learning strategies in extramural English gaming and their relationship with vocabulary knowledge. Computer Assisted Language Learning 38:8 ► pp. 1825 ff.
Cornillie, Frederik & María Díez-Ortega
2025. Teacher Mediation in Digital Game-Based Language Learning. In The Palgrave Encyclopedia of Computer-Assisted Language Learning, ► pp. 1 ff.
Cornillie, Frederik & James York
2025. Teaching Languages with Games. In The Cambridge Handbook of Technology in Language Teaching and Learning, ► pp. 161 ff.
Couture-Matte, Robin
2025. Immersive virtual reality and language learning: activity theory perspectives. Computer Assisted Language Learning► pp. 1 ff.
Jabbari, Nasser & Seyyed Pedram Allahveysi
2025. MMOGs and LLT. In The Palgrave Encyclopedia of Computer-Assisted Language Learning, ► pp. 1 ff.
Khatib, Youness, Amine Khatib & Imane El Imadi
2025. Enhancing Business Communication Skills of BDIoT MA Students. In Personalized Learning Through Adaptive Systems and Intelligent Tutoring, ► pp. 285 ff.
Li, Ke, Mark Peterson, Qiao Wang & Haitao Wang
2025. Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review. Computer Assisted Language Learning 38:7 ► pp. 1393 ff.
Shahiwala, Sofiya & D. R. Rahul
2025. Digital Games for Language Learning: A Scoping Review. Research Synthesis in Applied Linguistics 1:1 ► pp. 130 ff.
2025. Metaverse magic: improving language learners' intercultural understanding through virtual reality. Journal of Multilingual and Multicultural Development 46:7 ► pp. 2062 ff.
Wolanin, Agata
2025. A new generation of proficient EFL users and the impact of their engagement with extramural English on their receptive vocabulary. Prace Językoznawcze 27:4 ► pp. 129 ff.
Wolanin, Agata
2025. In the webs of the Internet: Generation Z and their informal exposure to English. Neofilolog :64/2 ► pp. 325 ff.
2025. The Influence of Game-Enhanced Communication on EFL Learners’ Pragmatic Competence in Compliment Responses. Applied Linguistics 46:1 ► pp. 110 ff.
Zhang, Ying
2025. Incidental L2 pragmatics learning through playing a massively multiplayer online role-playing game. Computer Assisted Language Learning► pp. 1 ff.
Zhang, Zhenyu & Hongzhi Xu
2025. Unpacking gamification in CALL: a sociocultural and multimodal analysis of digital game-based language learning. Social Semiotics► pp. 1 ff.
Li, Ke, Mark Peterson & Qiao Wang
2024. Out-of-school language learning through digital gaming: a case study from an activity theory perspective. Computer Assisted Language Learning 37:5-6 ► pp. 1019 ff.
Pai, Ji-Yun, Yu-Hsuan Liu, Eric Zhi-Feng Liu & Ju-May Wen
2024. The Impact of Integrating Gamification Strategies Into Courses on Students' English Speaking Anxiety. International Journal of Online Pedagogy and Course Design 14:1 ► pp. 1 ff.
Jabbari, Nasser & Mark Peterson
2023. Complexity, accuracy, and fluency improvements through massively multiplayer online gaming: a longitudinal mixed-methods case study. The Language Learning Journal 51:4 ► pp. 416 ff.
Lai, Kuo-Wei Kyle & Hao-Jan Howard Chen
2023. A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning 36:3 ► pp. 312 ff.
Tang, Xiaofei
2023. Digital Games and Pragmatics Learning. In The Encyclopedia of Applied Linguistics, ► pp. 1 ff.
Li, Ke, Mark Peterson & Jiahui Wan
2022. Digital Gaming in the Language Classroom. International Journal of Computer-Assisted Language Learning and Teaching 12:1 ► pp. 1 ff.
Li, Runkun & Shichao Wang
2022. Proceedings of the 2022 5th International Conference on Machine Learning and Natural Language Processing, ► pp. 207 ff.
MUSAOĞLU AYDIN, Seda & Nur ÇAKIR
2022. Integrating Commercial-off-the-Shelf Games into Language Classroom: PCaRD Experience of Two English Language Teachers. Eğitimde Kuram ve Uygulama 18:1 ► pp. 1 ff.
Vazquez-Calvo, Boris & Steven L. Thorne
2022. Catalan Identity and Language Attitudes Through Fan Translation of Video Games in the Digital Wilds. Journal of Language, Identity & Education► pp. 1 ff.
2022. Social media literacy in L2 environments: navigating anonymous user-generated content. Computer Assisted Language Learning 35:8 ► pp. 1731 ff.
Hafner, Christoph A. & Lindsay Miller
2021. Learning, Working and Playing Online: University Students’ Practices When Collaborating in Social Media. In Language Education in Digital Spaces: Perspectives on Autonomy and Interaction [Educational Linguistics, 52], ► pp. 17 ff.
Murtaza Husain
2021. Examining the Usefulness of Computer-Assisted Language Learning among ESL Learners. Journal of English Language Teaching 63:3 ► pp. 25 ff.
Perry, Bernadette
2021. Gamified Mobile Collaborative Location-Based Language Learning. Frontiers in Education 6
Reinhardt, Jonathon & Yiting Han
2021. Learnful L2 Gaming: The Wisdom of the Wild. In Language Education in Digital Spaces: Perspectives on Autonomy and Interaction [Educational Linguistics, 52], ► pp. 181 ff.
SYDORENKO, TETYANA, STEVEN L. THORNE, JOHN HELLERMANN, AMBER SANCHEZ & VANESSA HOWE
2021. Localized Globalization: Directives in Augmented Reality Game Interaction. The Modern Language Journal 105:3 ► pp. 720 ff.
TANG, XIAOFEI & NAOKO TAGUCHI
2021. Digital Game‐Based Learning of Formulaic Expressions in Second Language Chinese. The Modern Language Journal 105:3 ► pp. 740 ff.
THORNE, STEVEN L., JOHN HELLERMANN & TEPPO JAKONEN
2021. Rewilding Language Education: Emergent Assemblages and Entangled Actions. The Modern Language Journal 105:S1 ► pp. 106 ff.
Vorobel, Oksana, Terry Tuvi Voorhees & Deniz Gokcora
2021. Language learners' digital literacies: Focus on students' information literacy and reading practices online. Journal of Computer Assisted Learning 37:4 ► pp. 1127 ff.
Chen, Hao-Jan Howard & Hsiao-Ling Hsu
2020. The impact of a serious game on vocabulary and content learning. Computer Assisted Language Learning 33:7 ► pp. 811 ff.
Kapustina, L. V. & I. A. Martynova
2020. Training Employees in the Digital Economy with the Use of Video Games. In Digital Transformation of the Economy: Challenges, Trends and New Opportunities [Advances in Intelligent Systems and Computing, 908], ► pp. 444 ff.
Levine, Glenn S.
2020. References. The Modern Language Journal 104:S1 ► pp. 103 ff.
Peterson, Mark, Jeremy White, Maryam Sadat Mirzaei & Qiao Wang
2020. A Review of Research on the Application of Digital Games in Foreign Language Education. In New Technological Applications for Foreign and Second Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ], ► pp. 69 ff.
Peterson, Mark, Jeremy White, Maryam Sadat Mirzaei & Qiao Wang
2022. A Review of Research on the Application of Digital Games in Foreign Language Education. In Research Anthology on Developments in Gamification and Game-Based Learning, ► pp. 1948 ff.
Pujolà, Joan-Tomàs & Christine Appel
2020. Gamification for Technology-Enhanced Language Teaching and Learning. In New Technological Applications for Foreign and Second Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ], ► pp. 93 ff.
Pujolà, Joan-Tomàs & Christine Appel
2022. Gamification for Technology-Enhanced Language Teaching and Learning. In Research Anthology on Developments in Gamification and Game-Based Learning, ► pp. 992 ff.
Shafirova, Liudmila, Daniel Cassany & Carme Bach
2020. Transcultural literacies in online collaboration: a case study of fanfiction translation from Russian into English. Language and Intercultural Communication 20:6 ► pp. 531 ff.
Butler, Yuko Goto
2019. Inviting Children’s Views for Designing Digital Game Tasks. In Innovation in Language Teaching and Learning [New Language Learning and Teaching Environments, ], ► pp. 71 ff.
Hafner, Christoph A.
2019. Digital Literacies for English Language Learners. In Second Handbook of English Language Teaching [Springer International Handbooks of Education, ], ► pp. 1 ff.
Hafner, Christoph A.
2019. Digital Literacies for English Language Learners. In Second Handbook of English Language Teaching [Springer International Handbooks of Education, ], ► pp. 899 ff.
Janebi Enayat, Mostafa & Mohsen Haghighatpasand
2019. Exploiting adventure video games for second language vocabulary recall: a mixed-methods study. Innovation in Language Learning and Teaching 13:1 ► pp. 61 ff.
Knight, Stephanie W.P., Lindsay Marean & Julie M. Sykes
2019. Gaming and Informal Language Learning. In The Handbook of Informal Language Learning, ► pp. 101 ff.
Peterson, Mark, Qiao Wang & Maryam Sadat Mirzaei
2019. The Use of Network-Based Virtual Worlds in Second Language Education. In Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction [Advances in Linguistics and Communication Studies, ], ► pp. 1 ff.
Peterson, Mark, Qiao Wang & Maryam Sadat Mirzaei
2022. The Use of Network-Based Virtual Worlds in Second Language Education. In Research Anthology on Virtual Environments and Building the Metaverse, ► pp. 218 ff.
Sadler, Randall William
2019. Virtual Landscapes. In The Handbook of Informal Language Learning, ► pp. 85 ff.
Sydorenko, Tetyana, John Hellermann, Steven L. Thorne & Vanessa Howe
2019. Mobile Augmented Reality and Language‐Related Episodes. TESOL Quarterly 53:3 ► pp. 712 ff.
Sántha-Malomsoki, Ágnes & Kálmán Sántha
2019. Students’ Beliefs on Classroom Didactics of Second Language Teaching in the 21st Century. Acta Universitatis Sapientiae, Philologica 11:2 ► pp. 85 ff.
2018. Immersive technologies and language learning. Foreign Language Annals 51:1 ► pp. 225 ff.
Chotipaktanasook, Nuttakritta & Hayo Reinders
2018. A Massively Multiplayer Online Role-Playing Game and Its Effects on Interaction in the Second Language. In Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ], ► pp. 367 ff.
Chotipaktanasook, Nuttakritta & Hayo Reinders
2020. A Massively Multiplayer Online Role-Playing Game and Its Effects on Interaction in the Second Language. In Language Learning and Literacy, ► pp. 424 ff.
Dixon, Daniel H. & MaryAnn Christison
2018. The Usefulness of Massive Multiplayer Online Role Playing Games (MMORPGs) as Tools for Promoting Second Language Acquisition. In Applications of CALL Theory in ESL and EFL Environments [Advances in Educational Technologies and Instructional Design, ], ► pp. 244 ff.
Dixon, Daniel H. & MaryAnn Christison
2021. L2 Gamers' Use of Learning and Communication Strategies in Massively Multiplayer Online Games (MMOs). In CALL Theory Applications for Online TESOL Education [Advances in Educational Technologies and Instructional Design, ], ► pp. 296 ff.
Kuhn, Jeff
2018. Gaming. In The TESOL Encyclopedia of English Language Teaching, ► pp. 1 ff.
Mirzaei, Maryam Sadat, Qiang Zhang, Stef Van der Struijk & Toyoaki Nishida
2018. Language learning through conversation envisioning in virtual reality: a sociocultural approach. In Future-proof CALL: language learning as exploration and encounters – short papers from EUROCALL 2018, ► pp. 207 ff.
Schmoll, Laurence
2018. Questionner la médiation ludoéducative au sein d’un espace ludoéduquant. Recherches en didactique des langues et des cultures :15-3
Canto, Silvia & Kristi Jauregi Ondarra
2017. Language learning effects through the integration of synchronous online communication: The case of video communication and Second Life. Language Learning in Higher Education 7:1 ► pp. 21 ff.
Cornillie, Frederik
2017. Educationally Designed Game Environments and Feedback. In Language, Education and Technology, ► pp. 361 ff.
González‐Lloret, Marta
2017. Technology for Task‐based Language Teaching. In The Handbook of Technology and Second Language Teaching and Learning, ► pp. 234 ff.
Karagiorgas, Dimitrios N. & Shari Niemann
2017. Gamification and Game-Based Learning. Journal of Educational Technology Systems 45:4 ► pp. 499 ff.
Lakarnchua, Onuma
2017. Examining the potential of fansubbing as a language learning activity. Innovation in Language Learning and Teaching 11:1 ► pp. 32 ff.
Otto, Sue E. K.
2017. From Past to Present. In The Handbook of Technology and Second Language Teaching and Learning, ► pp. 10 ff.
Rankin, Yolanda A. & Mya S. Edwards
2017. Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ► pp. 907 ff.
Reinhardt, Jonathon
2017. Digital Gaming in L2 Teaching and Learning. In The Handbook of Technology and Second Language Teaching and Learning, ► pp. 202 ff.
Reinhardt, Jonathon & Steven L. Thorne
2017. Language Socialization in Digital Contexts. In Language Socialization, ► pp. 397 ff.
Reinhardt, Jonathon & Steven L. Thorne
2017. Language Socialization in Digital Contexts. In Language Socialization, ► pp. 1 ff.
Sadler, Randall W.
2017. The Continuing Evolution of Virtual Worlds for Language Learning. In The Handbook of Technology and Second Language Teaching and Learning, ► pp. 184 ff.
2017. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms. Frontiers in Human Neuroscience 11
Zheng, Dongping & Kristi Newgarden
2017. Dialogicality, Ecology, and Learning in Online Game Worlds. In Language, Education and Technology, ► pp. 345 ff.
Chun, Dorothy, Richard Kern & Bryan Smith
2016. Technology in Language Use, Language Teaching, and Language Learning. The Modern Language Journal 100:S1 ► pp. 64 ff.
Hadjistassou, Stella K.
2016. Culturally Afforded Tensions in the Second Life Metaverse. International Journal of Web-Based Learning and Teaching Technologies 11:2 ► pp. 14 ff.
Liu, Yang, Daniel Holden & Dongping Zheng
2016. Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment. Procedia - Social and Behavioral Sciences 228 ► pp. 369 ff.
Reinders, Hayo
2016. Digital Games and Second Language Learning. In Language and Technology, ► pp. 1 ff.
Reinders, Hayo
2017. Digital Games and Second Language Learning. In Language, Education and Technology, ► pp. 329 ff.
Shintaku, Kayo
2016. The Interplay of Game Design and Pedagogical Mediation in Game-Mediated Japanese Learning. International Journal of Computer-Assisted Language Learning and Teaching 6:4 ► pp. 36 ff.
Shintaku, Kayo
2018. Game Design Interaction in Digital Gameplay and Language Teaching and Learning. In Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ], ► pp. 449 ff.
Sundqvist, Pia & Liss Kerstin Sylvén
2016. Global and Extramural English: Classroom Challenges. In Extramural English in Teaching and Learning, ► pp. 19 ff.
Zhao, Jinjing
2016. L2 Languaging in a Massively Multiplayer Online Game. International Journal of Computer-Assisted Language Learning and Teaching 6:4 ► pp. 1 ff.
Zhao, Jinjing
2018. Moving Towards an Ecological View of Second Language Learning in Multiplayer Online Games. In Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching [Advances in Educational Technologies and Instructional Design, ], ► pp. 390 ff.
Zhao, Jinjing
2019. L2 Languaging in a Massively Multiplayer Online Game. In Computer-Assisted Language Learning, ► pp. 855 ff.
Adolphs, Svenja, Dawn Knight & Ronald Carter
2015. Beyond Modal Spoken Corpora: A Dynamic Approach to Tracking Language in Context. In Corpora and Discourse Studies, ► pp. 41 ff.
Bolliger, Doris U., Daniel Mills, Jeremy White & Megumi Kohyama
2015. Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education. Journal of Educational Computing Research 53:3 ► pp. 384 ff.
Cheep-Aranai, Rin, Hayo Reinders & Punchalee Wasanasomsithi
2015. Implementing Play-Based Language Learning with Children: From Potential to Practice. In Innovation in Language Learning and Teaching, ► pp. 141 ff.
Hafner, Christoph A., David C.S. Li & Lindsay Miller
2015. Language Choice Among Peers in Project-Based Learning: A Hong Kong Case Study of English Language Learners’ Plurilingual Practices in Out-of-Class Computer-Mediated Communication. The Canadian Modern Language Review 71:4 ► pp. 441 ff.
2015. Massively Multiplayer Online Role Playing Games and Digital Information Literacy. In Information Literacy: Moving Toward Sustainability [Communications in Computer and Information Science, 552], ► pp. 360 ff.
Reinders, Hayo & Sorada Wattana
2015. The Effects of Digital Game Play on Second Language Interaction. International Journal of Computer-Assisted Language Learning and Teaching 5:1 ► pp. 1 ff.
Reinders, Hayo & Sorada Wattana
2015. Affect and willingness to communicate in digital game-based learning. ReCALL 27:1 ► pp. 38 ff.
Shih, Ya-Chun
2015. A virtual walk through London: culture learning through a cultural immersion experience. Computer Assisted Language Learning 28:5 ► pp. 407 ff.
Zheng, Dongping, Michael Bischoff & Betsy Gilliland
2015. Vocabulary learning in massively multiplayer online games: context and action before words. Educational Technology Research and Development 63:5 ► pp. 771 ff.
Bytheway, Julie
2014. In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games. International Journal of Computer-Assisted Language Learning and Teaching 4:4 ► pp. 1 ff.
Bytheway, Julie
2019. In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games. In Computer-Assisted Language Learning, ► pp. 1218 ff.
2014. The Impact of Playing Commercial Online Games on Young Korean EFL Learners’ L2 Identity. In International Perspectives on Teaching English to Young Learners, ► pp. 87 ff.
Kern, Richard
2014. Technology asPharmakon: The Promise and Perils of the Internet for Foreign Language Education. The Modern Language Journal 98:1 ► pp. 340 ff.
Lee, Jason Yj & Charlotte Pass
2014. Massively Multiplayer Online Gaming and English Language Learning. In Bridging Literacies with Videogames, ► pp. 91 ff.
Li, Zhuo, Chu-Chuan Chiu & Maria R. Coady
2014. The Transformative Power of Gaming Literacy. In Bridging Literacies with Videogames, ► pp. 129 ff.
Pasfield‐Neofitou, Sarah
2014. Language Learning and Socialization Opportunities in Game Worlds: Trends in First and Second Language Research. Language and Linguistics Compass 8:7 ► pp. 271 ff.
Piirainen–Marsh, Arja & Liisa Tainio
2014. Asymmetries of Knowledge and Epistemic Change in Social Gaming Interaction. The Modern Language Journal 98:4 ► pp. 1022 ff.
Soyoof, Ali & Mohammad Jokar
2014. Video Game: A Way to Reduce Inhibition and Enhance Language Achievement. Procedia - Social and Behavioral Sciences 98 ► pp. 1850 ff.
Pereira, Joe
2013. Beyond Hidden Bodies and Lost Pigs. In Cases on Digital Game-Based Learning, ► pp. 50 ff.
Ryu, Dongwan
2013. Play to Learn, Learn to Play: Language Learning through Gaming Culture. ReCALL 25:2 ► pp. 286 ff.
Blattner, Geraldine
2012. Web 2.0 Technologies and Foreign Language Teaching. In Encyclopedia of E-Leadership, Counseling and Training, ► pp. 89 ff.
Chik, Alice
2012. Critical Discourse Analysis of Multilingual Interactions in the New Media. In The Encyclopedia of Applied Linguistics,
Chik, Alice
2012. Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives. In Digital Games in Language Learning and Teaching, ► pp. 95 ff.
Chik, Alice
2013. Naturalistic CALL and Digital Gaming. TESOL Quarterly 47:4 ► pp. 834 ff.
Cornillie, Frederik, Steven L. Thorne & Piet Desmet
2012. ReCALL special issue: Digital games for language learning: challenges and opportunities. ReCALL 24:3 ► pp. 243 ff.
Deutschmann, Mats
2012. Debating Across Borders. In Informed Design of Educational Technologies in Higher Education [Advances in Higher Education and Professional Development, ], ► pp. 241 ff.
Jauregi, Kristi, Rick de Graaff, Huub van den Bergh & Milan Kriz
2012. Native/non-native speaker interactions through video-web communication: a clue for enhancing motivation?. Computer Assisted Language Learning 25:1 ► pp. 1 ff.
Malinowski, David
2012. Technology and Culture. In The Encyclopedia of Applied Linguistics,
Rama, Paul S., Rebecca W. Black, Elizabeth van Es & Mark Warschauer
2012. Affordances for second language learning in World of Warcraft. ReCALL 24:3 ► pp. 322 ff.
Reinhardt, Jonathon & Julie M. Sykes
2012. Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice. In Digital Games in Language Learning and Teaching, ► pp. 32 ff.
Sylvén, Liss Kerstin & Pia Sundqvist
2012. Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL 24:3 ► pp. 302 ff.
Thomas, Michael
2012. Contextualizing Digital Game-Based Language Learning: Transformational Paradigm Shift or Business as Usual?. In Digital Games in Language Learning and Teaching, ► pp. 11 ff.
Thorne, Steven L., Ingrid Fischer & Xiaofei Lu
2012. The semiotic ecology and linguistic complexity of an online game world. ReCALL 24:3 ► pp. 279 ff.
Young, Michael F., Stephen Slota, Andrew B. Cutter, Gerard Jalette, Greg Mullin, Benedict Lai, Zeus Simeoni, Matthew Tran & Mariya Yukhymenko
2012. Our Princess Is in Another Castle. Review of Educational Research 82:1 ► pp. 61 ff.
Zheng, Dongping, Kristi Newgarden & Michael F. Young
2012. Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing. ReCALL 24:3 ► pp. 339 ff.
Blake, Robert J.
2011. Current Trends in Online Language Learning. Annual Review of Applied Linguistics 31 ► pp. 19 ff.
CHIK, ALICE & STEPHAN BREIDBACH
2011. Online Language Learning Histories Exchange: Hong Kong and German Perspectives. TESOL Quarterly 45:3 ► pp. 553 ff.
Jauregi, Kristi, Silvia Canto, Rick de Graaff, Ton Koenraad & Machteld Moonen
2011. Verbal interaction in Second Life: towards a pedagogic framework for task design. Computer Assisted Language Learning 24:1 ► pp. 77 ff.
Olaniran, Bolanle A.
2011. New Trends in ICTs and Computer Assisted Language Learning (CALL). In Human Development and Global Advancements through Information Communication Technologies, ► pp. 211 ff.
Sykes, Julie M.
2011. Multi-User Virtual Environments. In Teaching through Multi-User Virtual Environments, ► pp. 283 ff.
2017. Technologies for Teaching and Learning Intercultural Competence and Interlanguage Pragmatics. In The Handbook of Technology and Second Language Teaching and Learning, ► pp. 118 ff.
Sykes, Julie M.
2018. Digital games and language teaching and learning. Foreign Language Annals 51:1 ► pp. 219 ff.
Sykes, Julie M.
2019. Emergent Digital Discourses: What Can We Learn From Hashtags and Digital Games to Expand Learners’ Second Language Repertoire?. Annual Review of Applied Linguistics 39 ► pp. 128 ff.
Peterson, Mark
2010. Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research. Simulation & Gaming 41:1 ► pp. 72 ff.
Peterson, Mark
2010. Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning 23:5 ► pp. 429 ff.
Peterson, Mark
2012. Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game. In Digital Games in Language Learning and Teaching, ► pp. 70 ff.
Peterson, Mark
2012. Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis. ReCALL 24:3 ► pp. 361 ff.
Peterson, Mark
2016. The use of massively multiplayer online role-playing games in CALL: an analysis of research. Computer Assisted Language Learning 29:7 ► pp. 1181 ff.
Sykes, Julie M., Jonathon Reinhardt & Steven L. Thorne
2010. Multiuser Digital Games as Sites for Research and Practice. In Directions and Prospects for Educational Linguistics [Educational Linguistics, 11], ► pp. 117 ff.
Rankin, Y., D. Morrison & M. Shute
2009. 2009 Atlanta Conference on Science and Innovation Policy, ► pp. 1 ff.
Rankin, Yolanda A., Deidra Morrison, McKenzie McNeal, Bruce Gooch & Marcus W. Shute
2009. Proceedings of the 4th International Conference on Foundations of Digital Games, ► pp. 161 ff.
THORNE, STEVEN L., REBECCA W. BLACK & JULIE M. SYKES
2009. Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming. The Modern Language Journal 93:s1 ► pp. 802 ff.
ZHENG, DONGPING, MICHAEL F. YOUNG, MANUELA MARIA WAGNER & ROBERT A. BREWER
2009. Negotiation for Action: English Language Learning in Game‐Based Virtual Worlds. The Modern Language Journal 93:4 ► pp. 489 ff.
[no author supplied]
2025. Tools. In The Cambridge Handbook of Technology in Language Teaching and Learning, ► pp. 143 ff.
This list is based on CrossRef data as of 6 march 2026. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers.
Any errors therein should be reported to them.