Abstract
This chapter examines the relevance and potential of digital games in second language (L2) learning and pedagogy, offering insights for researchers and educators. It begins by providing an overview of game genres and the global impact of gaming. Next, it explores the established CALL (computer-assisted language learning) metaphors of tool and tutor alongside the more recent ecology metaphor, applying them to digital gaming and highlighting their pedagogical implications. The chapter then introduces the metaphor of game as method, drawing parallels between game design and L2 activity design principles such as goal orientation, interaction, feedback, context, and motivation. Expanding on this framework, it proposes the concept of game design features as metaphors.
| Original language | English (US) |
|---|---|
| Title of host publication | The Routledge Handbook of Language Learning and Technology, Second Edition |
| Publisher | Taylor and Francis |
| Pages | 449-460 |
| Number of pages | 12 |
| ISBN (Electronic) | 9781040492666 |
| ISBN (Print) | 9781032534732 |
| DOIs | |
| State | Published - Jan 1 2026 |
ASJC Scopus subject areas
- General Arts and Humanities
- General Social Sciences
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