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Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives

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Part of the book series: New Language Learning and Teaching Environments ((NLLTE))

Abstract

The rapidly increasing sales of commercial off-the-shelf (COTS) and massively multiplayer online role-play games (MMORPGs), and the growing numbers of discussion forums and walkthroughs on gaming strategies, indicate that digital gaming is thriving. A recent survey shows that 67 per cent of US households play digital games, and about half of these gamers are between 18 and 49 years old (Entertainment Software Association, 2010). Playing digital games is about as mainstream as going to the cinema or watching television, and it is no longer a domain exclusive to teenagers. In Hong Kong, 37.8 per cent of all households have at least one game console, and 82 per cent of game console owners are school students (Friends of the Earth, 2009). In addition to console games, a government survey also indicates that 30.1 per cent of the population play online digital games, and gamers between 15 and 24 play an average of 8.7 hours per week (Census and Statistics Department, 2009).

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© 2012 Alice Chik

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Chik, A. (2012). Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives. In: Reinders, H. (eds) Digital Games in Language Learning and Teaching. New Language Learning and Teaching Environments. Palgrave Macmillan, London. https://doi.org/10.1057/9781137005267_6

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