In:Technology and Instructed Second Language Acquisition: Connecting research and pedagogy
Edited by Shawn Loewen, Frederick J. Poole, Hyun-Bin Hwang and Matthew D. Coss
[Language Learning & Language Teaching 63] 2025
► pp. 293–313
Get fulltext
Chapter 13Interactive fiction and narrative games in instructed second language learning
Available under the Creative Commons Attribution-NonCommercial (CC BY-NC) 4.0 license.
For any use beyond this license, please contact the publisher at rights@benjamins.nl.
Published online: 27 October 2025
https://doi.org/10.1075/lllt.63.13cor
https://doi.org/10.1075/lllt.63.13cor
Abstract
Interactive fiction (IF) and narrative games are rich with opportunities for foreign and second language
(L2) learning in both informal and institutionalized learning contexts. As multimodal, interactive and non-linear texts, such
games afford situated and experiential engagement with the L2, creating conditions for authentic L2 input, effective
vocabulary learning and creative writing. As stimuli that prompt learners’ problem-solving, they can encourage genuine use of
the L2, as well as the development of communication and collaboration skills. Finally, as a product of learners’ creativity,
they can help learners to develop multiliteracies skills. In this chapter, we first frame the affordances of IF and narrative
games from the perspective of cognitive theories of second language acquisition. Secondly, we review the current empirical
research, which focuses on vocabulary learning, communicative interaction, and skill development. Third, we look at how IF
texts and creation tools can be leveraged to create impact in the multilingual classroom, spotlighting the crucial mediating
role of the teacher in a variety of pedagogies.
Article outline
- Introduction
- Theories and research
- Theoretical perspectives
- Key areas and findings of empirical research
- Exemplary narrative game and instructed SLA study ISLA study
- Generalizability and representativeness
- Pedagogical applications and considerations
- IF and narrative games as tutor in a comprehension approach to L2 teaching
- IF and narrative games as tools in communicative language teaching
- IF and narrative games as tools in task-based language teaching
- IF and narrative games as tools and ecology in multiliteracies pedagogy
- Pedagogical scenario for reflection
- Extension resources
- Reflection and discussion questions
- Topics for (action) research
- Generative AI use acknowledgement
Note References
References (47)
Allington, D. (2016). Linguistic
capital and development capital in a network of cultural producers: Mutually valuing peer groups in the ‘interactive
fiction’ retrogaming scene. Cultural
Sociology, 10(2), 267–286.
Baltra, A. (1990). Language
learning through computer adventure games. Simulation &
Gaming, 21(4), 445–452.
Bibauw, S. (2022). Learning
with conversational AI. Design and effectiveness of dialogue-based computer-assisted language
learning (Unpublished doctoral dissertation). KU Leuven.
Blume, C. (2019). Playing
by their rules: Why issues of capital (should) influence digital game-based language learning in
schools. CALICO
Journal, 36(1), 19–38.
Buendgens-Kosten, J., Cornillie, F., & Sauro, S. (2023). Teaching
(multi)literacies, supporting multilingual identities. Plurilingual writing in an interactive fiction
project. Fremdsprachen Lehren und
Lernen, 52(2), 72–89.
Chapelle, C. (1998). Multimedia
call: Lessons to be learned from research on instructed SLA. Language Learning &
Technology, 2(1), 21–36.
(2001). Computer
applications in second language acquisition, foundations for teaching, testing &
research. Cambridge University Press.
Chen, H.-J. H., & Hsu, H.-L. (2020). The
impact of a serious game on vocabulary and content learning. Computer Assisted Language
Learning, 33(7), 811–832.
Chen, M. H., Tseng, W. T., & Hsiao, T. Y. (2018). The
effectiveness of digital game-based vocabulary learning: A framework-based view of
meta-analysis. British Journal of Educational
Technology, 49(1), 69–77.
Cheung, A., & Harrison, C. (1992). Microcomputer
adventure games and second language acquisition: A study of Hong Kong tertiary
students. In M. C. Pennington & V. Stevens (Eds.), Computers
in applied linguistics: An international
perspective (pp. 155–178). Multilingual Matters.
Cook, E. (2021). Rearing
children of the market in the “you” decade: Choose your own adventure books and the ascent of free choice in 1980s
America. Journal of American
Studies, 55(2), 418–445.
Cornillie, F., Buendgens-Kosten, J., Sauro, S., & Van der Veken, J. (2021). “There’s
always an option”: Collaborative writing of multilingual interactive fanfiction in a foreign Language
class. CALICO
Journal, 38(1), 17–42.
Cornillie, F., & York, J. (2025). Teaching
languages with games. In G. Stockwell & Y. Wang (Eds.), Cambridge
handbook of technology in language teaching and
tearning (pp. 161–178). Cambridge University Press.
Díez-Ortega, M. (2023). Collaborative
gaming in L2 Spanish: The impact of playing a task-based digital game on beginner learners’ language
development (Unpublished doctoral
dissertation). University of Hawai‘i at Mānoa.
Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second
language (L2) gains through digital game-based language learning (DGBLL): A
meta-analysis. Language Learning &
Technology, 26(1), 1–25.
Ellis, N. C., & Wulff, S. (2020). Usage-based
approaches to L2 acquisition. In B. VanPatten, G. D. Keating, & S. Wulff (Eds.), Theories
in second language acquisition (3rd
ed., pp. 63–82). Routledge.
FanTALES. (2019). Introduction to
interactive fiction. YouTube. [URL]
Hubbard, P. (2002). Interactive
participatory dramas for language learning. Simulation &
Gaming, 22(3), 210–216.
Huertas-Abril, C. A., & Muszyńska, B. (2023). Effects
of playing the video game Her Story on multiple dimensions of creativity in EFL writing — An
international replication
study. ReCALL, 35(2), 193–210.
Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA:
A formal approach to game design and game research. In D. Fu, S. Henke, & J. Orkin (Eds.), Proceedings
of the AAAI Workshop on Challenges in Game AI. The AAAI Press. [URL]
Jayanth, M., & Ingold, J. (2014). 80
days [Computer
software]. Inkle. [URL]
Jordan, G. (1992). Exploiting
computer-based simulations for language-learning purposes. Simulation &
Gaming, 23(1), 88–98.
Laufer, B., & Hulstijn, J. H. (2001). Incidental
vocabulary acquisition in a second language: The construct of task-induced
involvement. Applied
Linguistics, 22(1), 1–26.
Lee, S. M. (2019). Her
Story or their own stories? Digital game-based learning, student creativity, and creative
writing. ReCALL, 31, 238–254.
Meskill, C. (1990). Where
in the world of English is Carmen Sandiego? Simulation &
Gaming, 21(4), 457–460.
Montfort, N. (2011). Toward
a theory of interactive fiction. In K. Jackson-Mead & J. R. Wheeler (Eds.), IF
Theory
reader (pp. 25–28). Transcript On Press.
Nagai, T., & York, J. (2022). A
comparison of linear and interactive fiction on vocabulary acquisition, reading comprehension and
engagement. JALTCALL Publications,
PCP2021(1).
Neville, D. O., Shelton, B. E., & McInnis, B. (2009). Cybertext
redux: Using digital game-based learning to teach L2 vocabulary, reading, and
culture. Computer Assisted Language
Learning, 22(5), 409–424.
New London
Group. (1996). A pedagogy of multiliteracies: Designing social
futures. Harvard Educational
Review, 66(1), 60–92.
Palmberg, R. (1988). Computer
games and foreign-language vocabulary learning. English Language Teaching
Journal, 42(4), 247–252.
Pereira, J. (2014). Using
interactive fiction for digital game-based language
learning. In S. Garton & K. Graves (Eds.), International
perspectives on materials in
ELT (pp. 178–197). Palgrave MacMillan.
Piirainen-Marsh, A., & Tainio, L. (2009). Other-repetition
as a resource for participation in the activity of playing a video game. Modern
Language
Journal, 93(2), 153–169.
Rasti-Behbahani, A. (2023). Involvement
load and vocabulary acquisition in digital game-based
tasks. In B. L. Reynolds (Ed.), Vocabulary
learning in the
wild (pp. 163–189). Springer.
Reed, A. A. (2023a). 50
years of text games: From Oregon Trail to AI Dungeon (1st
ed.). Changeful Tales Press.
(2023b, April 16). The
Gostak [Substack newsletter]. 50 Years of text games. [URL]
Reinhardt, J. (2019). Gameful
second and foreign language teaching and learning. Theory, research, and
practice. Palgrave Macmillan.
Sauro, S., Buendgens-Kosten, J., & Cornillie, F. (2020). Storytelling
for the foreign language classroom. Foreign Language
Annals, 53(2), 329–337.
Shintaku, K. (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), 36–55.
Stannard, M. (2022). Short
digital games as expressive media in the EFL
classroom. Anglistik, 33(1), 97–114.
Steinkuehler, C. (2006). Massively
multiplayer online video gaming as participation in a discourse. Mind, Culture, and
Activity, 13(1), 38–52.
Tabak, I., & Kyza, E. A. (2018). Research
on scaffolding in the learning sciences. In F. Fischer, C. E. Hmelo-Silver, S. R. Goldman, & P. Reimann (Eds.), International
handbook of the learning
sciences (pp. 191–200). Routledge.
The FanTALES
Group. (2019). Learning through doing module on interactive
fiction. FanTALES Project Publication, Leuven. [URL]
Warner, C., Richardson, D., & Lange, K. (2019). Realizing
multiple literacies through game-enhanced pedagogies: Designing learning across discourse
levels. Journal of Gaming and Virtual
Worlds, 11(1), 9–28.
Cited by (2)
Cited by two other publications
Godwin-Jones, Robert
2025. Afterword: Towards sustainable technology use in instructed second language acquisition. In Technology and Instructed Second Language Acquisition [Language Learning & Language Teaching, 63], ► pp. 335 ff.
Quinn, Shannon Donnally & Irina Zaykovskaya
2025. Instructed SLA and instructional design principles. In Technology and Instructed Second Language Acquisition [Language Learning & Language Teaching, 63], ► pp. 68 ff.
This list is based on CrossRef data as of 29 november 2025. 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.
