What kind of vocabulary can you learn from role-playing videogames?

Brightly colored winged-ferry is learning about a quest from a farmer in his field.

Example of gameplay in EverQuestII

In my gaming research study with EverQuestII® (EQII), I was pleasantly surprised to see a dominance of neutral words and only a slight majority of negative words over positive ones. This is based on the participants’ text-based, chat logs that I analyzed with the vocabulary concordancer called Range. Chat logs include language from the non-playing characters (NPCs), playing characters (gamers), and game alerts. Range parses the most frequently used words from a text file. I categorized the top 109 most frequently occurring words according to their positive, negative, and neutral attributes.

Positive Words: achievement, benefits, bonuses, boost, defeating, defense, eligible, encounter, focus, gain, increases, loot (actually a positive word in videogame context), points, power, prestigious, promotion, relieve, and reviving.

Negative Words: assassin, combat, corpses, critical, crush, damage, debt, destroyer, destruction, disbanded, disruption, drained, fails, fanatic, fear, infected, inflict, interrupted, intimidation, overrun, purulent, slashing, slay, strike, suffering, and threat.

Neutral Words: absorbs, agility, already, attributes, banner, beetle, claim, collect, commoner, consciousness, consider, convert, copper, current, dedicated, discourse, discovered, dwarf, engage, errands, forum, griffon, hail, health, icon, idle, levels, limb, magic, melee, member, mentoring, northwest, outpost, parries, piercing, purchase, reset, reverse, reward, rifts, riposte, shield, silver, spirit, stamina, statesmen, strength, target, thirst, throne, tower, trade, trigger, unique, unknown, untamed, vocals, weight, and zone.

EQII is a text-heavy, massively, multiplayer, online, role-playing game (MMORPG). It’s a fantasy game with various virtual worlds, numerous characters to play, and thousands of quests, so the language encountered won’t be exactly the same for everyone. Nevertheless, I noticed some of the same language being encountered at the early levels of play.

For my dissertation study, I used some of these common words parsed from English language learning (ELL) participants’ chat logs for their pretest-posttest of new words learned from gameplay. I wanted to know whether MMORPGs combined with ELL strategies are a good extracurricular activity. Another take away from playing the game while doing the research is that I noticed certain areas/lands in-game had more verbal content (NPC reading quests or providing guidance) in conjunction with the text-based language, which could serve as an accommodation for ELLs in accordance to their language abilities.

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