
Thorne, S. L. & Black, R. W. (2007). New media literacies, online gaming, and language education. Center for Advanced Language Proficiency Education and Research, 8.
This paper examines second and foreign language uses within computer-mediated interaction. It conducts a case study of multilingual communication within a multi-user online gaming environment.
Thorne describes a multi-lingual intercultural dialogue between two gamers, Meme (American, a novice player) and Zomn (Ukranian, an experienced player). The dialogue was occuring in a popular online game - WoW. The findings suggest that:
This paper examines second and foreign language uses within computer-mediated interaction. It conducts a case study of multilingual communication within a multi-user online gaming environment.
Thorne describes a multi-lingual intercultural dialogue between two gamers, Meme (American, a novice player) and Zomn (Ukranian, an experienced player). The dialogue was occuring in a popular online game - WoW. The findings suggest that:
(1) The communication was naturally occurring without constraining by the fabricated and instructed setting discourse;
(2) They mainly used English, but three languages (English, Russian, the Latin aphorism) were totally used. Meme asked for help from his Ukranian high school friend using AOL Instant Message about how to say something appropriate in Russian;
(3) The dialogue illustrated some language strategies used by both participants, including language-specific explicit corrections with a following encouraging softener, requesting for a comprehension check, and collaboratively assembled successful repair sentences;
(4) An enduring friendship has been established to continue not only the intra-game activity but also out-of-game social networks.
This case study is a good example to show how language learners improve their language proficiency skills and their interlanguage pragmatic competences, such as requesting for help, in an online gaming environment. Ellis (retrieved on March, 2008) indicates that the acquisition of linguistic-pragmatic competences plays an important role in performing well the “contextualized acts” in the social interaction.
On the other hand, Zomn freely expressed his Ukranian identity and he is proud of it. He said to Meme that “tell him (Meme’s Ukranian friend) u got an interpreter now :)”. As Murray (2005) has noted that identity is formed through interaction in the online context, which provides opportunities for positively expressing their identity, especially when they find the value of their home language use in the computer-mediated communication. In this case, Meme studies some Russian from his Ukranian friend, in order to build a better relationship with the experienced player – Zomn. Zomn found the value of the Russian language use in WoW and be proud of it. A good relationship has been established between Meme and Zomn.
In a follow-up conversation with Meme, he showed a strong interest in starting Russian language courses. And he also reported that one of his roommates had already begun to learn Chinese in order to more fully participate in Chinese language-mediated game play. From this perspective, MMOGs prompt the multilingual and multicultural communication all over the world, increasing positive mutlicultural attitudes of the participants. How wonderful!!!
ESL educators advocate affirming diversity in the classroom, celebrating multiple cultures and languages in the classroom (e.g., Schwarzer, 2003). This article shows the potentials of MMOGs in this aspect. The implication for ESL educators is that video games could be a successful approach to achieve the goals of affirming diversity.
(4) An enduring friendship has been established to continue not only the intra-game activity but also out-of-game social networks.
This case study is a good example to show how language learners improve their language proficiency skills and their interlanguage pragmatic competences, such as requesting for help, in an online gaming environment. Ellis (retrieved on March, 2008) indicates that the acquisition of linguistic-pragmatic competences plays an important role in performing well the “contextualized acts” in the social interaction.
On the other hand, Zomn freely expressed his Ukranian identity and he is proud of it. He said to Meme that “tell him (Meme’s Ukranian friend) u got an interpreter now :)”. As Murray (2005) has noted that identity is formed through interaction in the online context, which provides opportunities for positively expressing their identity, especially when they find the value of their home language use in the computer-mediated communication. In this case, Meme studies some Russian from his Ukranian friend, in order to build a better relationship with the experienced player – Zomn. Zomn found the value of the Russian language use in WoW and be proud of it. A good relationship has been established between Meme and Zomn.
In a follow-up conversation with Meme, he showed a strong interest in starting Russian language courses. And he also reported that one of his roommates had already begun to learn Chinese in order to more fully participate in Chinese language-mediated game play. From this perspective, MMOGs prompt the multilingual and multicultural communication all over the world, increasing positive mutlicultural attitudes of the participants. How wonderful!!!
ESL educators advocate affirming diversity in the classroom, celebrating multiple cultures and languages in the classroom (e.g., Schwarzer, 2003). This article shows the potentials of MMOGs in this aspect. The implication for ESL educators is that video games could be a successful approach to achieve the goals of affirming diversity.
However, the issue of teachers’ scaffolding and implementation strategies in affirming diversity in the online gaming environment hasn’t been discussed in this paper, which could be one opportunity for further research.
Although the analysis presented in the paper is only limited to one case of online in-game conversation, it’s still suggestive of multi-lingual intercultural communication that frequently occur on WoW and other MMOG gaming sites. I would like to try to play some MMOG game to gain personal experiences of this kind of multilingual and multicultural communication, to explore more on this issue.
Although the analysis presented in the paper is only limited to one case of online in-game conversation, it’s still suggestive of multi-lingual intercultural communication that frequently occur on WoW and other MMOG gaming sites. I would like to try to play some MMOG game to gain personal experiences of this kind of multilingual and multicultural communication, to explore more on this issue.
References:
Ellis, R. Pragmatic aspects of learner language. The Study of Second Language Acquisition. Retrieved on March, 2008, from http://zephyr.nsysu.edu.tw/sla_studygroup/SLA--index.files/record/0519_wang/Interlanguage%20Pragmatics.ppt#256,1,Pragmatic aspects of learner language.
Murray, D. E. (2005). Technologies for second language literacy. Annual Review of Applied Linguistics, 25,188-201.
Schwarzer, D, Haywood, A.& Lorenzen (2003) Fostering multiliteracy in a linguistically diverse classroom. Language Arts, 8 (6).
Ellis, R. Pragmatic aspects of learner language. The Study of Second Language Acquisition. Retrieved on March, 2008, from http://zephyr.nsysu.edu.tw/sla_studygroup/SLA--index.files/record/0519_wang/Interlanguage%20Pragmatics.ppt#256,1,Pragmatic aspects of learner language.
Murray, D. E. (2005). Technologies for second language literacy. Annual Review of Applied Linguistics, 25,188-201.
Schwarzer, D, Haywood, A.& Lorenzen (2003) Fostering multiliteracy in a linguistically diverse classroom. Language Arts, 8 (6).



