In:Digital and Internet-Based Research Methods in Applied Linguistics
Edited by Matt Kessler
[Research Methods in Applied Linguistics 15] 2026
► pp. 123–146
Chapter 7Digital games
Published online: 5 January 2026
https://doi.org/10.1075/rmal.15.07poo
https://doi.org/10.1075/rmal.15.07poo
Abstract
This chapter provides an overview of research methods commonly employed in studies using digital
games played both online and offline as tools to support second language (L2) learning and development. Researchers
and practitioners have praised online games as rich sources of meaningful and engaging L2 input and interaction that
have been shown to have positive effects on learning gains. This chapter provides a methodological review of the games
used, common types of research questions asked, the dependent variables targeted, learner populations studied, and
procedures followed within this targeted domain of computer-assisted language learning (CALL) research. The chapter
concludes with a summary of the methodological challenges and issues in this domain while also providing
recommendations for future research.
Article outline
- 1.Introduction
- 2.Frequently asked research questions
- Quantitative research
- Qualitative research
- 3.Implementation
- Choosing a digital game
- Identifying a research topic
- Research design: Sampling, data collection, procedures, and analysis
- Research design
- Sampling and data collection procedures
- Data analysis
- 4.Example studies
- Ward et al. (2022)
- Poole and Clarke-Midura (2023)
- Dixon (2024b)
- Calvo-Ferrer and Belda-Medina (2021)
- Jabbari and Peterson (2023)
- 5.Ethics and research integrity considerations
- 6.Challenges and issues
- 7.Future research directions
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