2012
DOI: 10.1017/s0958344012000183
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Multimodal analysis of language learning in World of Warcraft play: Languaging as Values-realizing

Abstract: Applying Communicative Project theory (Linell, 2009), we identify and distinguish between the different coordination and language activities that emerged during an episode of World of Warcraft (WoW) gameplay involving English Language learners (ELLs). We further investigate ELLs’ coordinations between killing and caring, self and others, in which language and action arise. Using multimodal analysis, we found: 1) a diverse tapestry of communicative activities unlikely to match what would be found in a classroom… Show more

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Cited by 75 publications
(48 citation statements)
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“…The first and third authors coded the interactions separately and then discussed their analyses until reaching final agreement. This coding method has been used elsewhere (e.g., Newgarden & Zheng, 2016;Newgarden et al, 2015;Zheng, Dai, & Liu, in press;Zheng, Newgarden, & Young, 2012). We describe this highly grounded, contextualizing, and eco-dialogical theory-driven technique as abductive coding.…”
Section: Data Collection and Analysismentioning
confidence: 99%
“…The first and third authors coded the interactions separately and then discussed their analyses until reaching final agreement. This coding method has been used elsewhere (e.g., Newgarden & Zheng, 2016;Newgarden et al, 2015;Zheng, Dai, & Liu, in press;Zheng, Newgarden, & Young, 2012). We describe this highly grounded, contextualizing, and eco-dialogical theory-driven technique as abductive coding.…”
Section: Data Collection and Analysismentioning
confidence: 99%
“…A wealth of research on the area of corpus stems from the mulceproject (Multimodal contextualized Learner Corpus Exchange) (Betbeder, Tissot, & Reffay, 2007), while research on synthetic worlds has examined Second Life, following a content and language integrated learning approach (Wigham & Chanier, 2013). Other scholars, including Zheng, Newgarden, and Young (2012) have explored the multimodal affordances of online gaming.…”
Section: Multimodal Semiotics and Call/cmcmentioning
confidence: 99%
“…Likewise, WoW has been extensively documented in the scholarship about digital literacies. Researchers have explored aspects of the game such as how it supports situated language learning (Zheng et al, 2012;Rama et al, 2012), how it complements literacy curricula (Alexander, 2009) and how it can be approached from multiple theoretical, methodological and disciplinary perspectives (Corneliussen and Rettberg, 2011;Kline, 2014). Like other MMORPGs, players of WoW create characters and must learn to navigate a fantastical world filled with quests to complete, storylines to explore and dangerous creatures to overcome.…”
mentioning
confidence: 99%