“…Specifically, studies have examined both game-enhanced learning (i.e., through the use of commercial, off-the-shelf games) and game-based learning (i.e., though the use of digital games built explicitly for the teaching and learning of world languages) and have shown that digital games support learning in a variety of areas. Benefits include the creation of a learning community (e.g., Bryant, 2006;Peterson, 2012;Reinhardt & Zander, 2011), the opportunity for intercultural learning (e.g., Thorne, 2008), access to a diversity and complexity of written and spoken discourse (e.g., Liang, 2012;Thorne, Fischer, & Lu, 2012), access to authentic texts (Reinhardt, 2013;Squire, 2008), evidence of authentic socioliteracy practice (Steinkuehler, 2007;Thorne, Black, & Sykes, 2009), and affordances for the sociocognitive processes of learning and language socialization (e.g., Piiranen-Marsh & Tainio, 2009;Zheng, Young, Wagner, & Brewer, 2009), especially of lexis (e.g., deHaan, Reed, & Kuwada, 2010;Hitosugi, Schmidt, & Hayashi, 2014;Neville, 2010;Purushotma, 2005;Sundqvist & Sylvén, 2012).…”