This article studies the connection between Norwegian lower secondary pupils’ gaming habits and their essay grades, as well as to offer gamers’ attitudes towards gaming and language learning. Data were collected from 14 Norwegian lower secondary pupils, with a total of 20 (6 from year 8, 14 from year 9) essays. Six of the participants took part of the study both in year 8 and 9. Three methods were used to answer the research questions. First, statistical tests were run in SPSS for Macintosh (v. 25; SPSS Inc, Chicago II, USA) to discover possible differences in grades in correlation to time spent gaming. Following, a qualitative corpus analysis of 12 texts was conducted to see what lies behind the quantitative numbers. Finally, six semi-open interviews were conducted with the aim to elicit the participants’ attitudes towards gaming and language learning with their longitudinal aspects in mind.
The results from the quantitative and qualitative corpus analyses revealed that there is a statistically significant positive correlation between the amount of time the participants spent gaming and their English essay grades. The findings from the mixed methods also suggest that large amounts of time spent gaming are beneficial to other aspects of the student’s English proficiency, such as greater self-confidence when speaking English and creativity when writing. In addition, findings concerning the motivation behind gaming suggest that teachers of English as a Foreign Language (EFL) in Norway should be aware of and implement activities either in the classroom or as homework to enhance some of the students’ motivation for learning English as a second language. Furthermore, some of the informants in the interviews reported a desire for more gaming centered or open school writing tasks, as they believe it would give them a greater opportunity to show knowledge gained by gaming.