Login | Register

Playing Video Games in Japanese: Motivation, Language Learning, and Navigation

Title:

Playing Video Games in Japanese: Motivation, Language Learning, and Navigation

Smith, Gabriel Edward (2014) Playing Video Games in Japanese: Motivation, Language Learning, and Navigation. Masters thesis, Concordia University.

[thumbnail of Smith_MA_S2014.pdf]
Preview
Text (application/pdf)
Smith_MA_S2014.pdf - Accepted Version
909kB

Abstract

This qualitative study explores the phenomenon of people who play Japanese video games but neither read, speak, nor understand Japanese. The research questions include: What motivates people to play a video game in a language they do not understand? What do people learn from playing games in a language they do not understand? How do they navigate the game without being able to understand the language? In the study, three participants were observed playing the Japanese action role-playing game Tales of Rebirth first released in 2004 for the PlayStation 2 and then interviewed about their experiences. Data was summarized and then analyzed using a three-level approach based on grounded theory. The study showed that the participants played Japanese games due to the lack of comparable games in their native language. They were motivated by in-game rewards and may have been conditioned to succeed in the games through years of playing video games at home in their native languages. The participants learned little if any Japanese from playing these games; they could play the game and succeed at it without knowledge of the language. Participants leveraged prior experience with games to navigate through games in the absence of language because the gameplay was linear. Participants used trial and error as well as icon and character recognition to navigate the game. Although participants did not learn Japanese vocabulary, the evidence suggests they learned other skills, such as computer literacy and Japanese character recognition.

Divisions:Concordia University > Faculty of Arts and Science > Education
Item Type:Thesis (Masters)
Authors:Smith, Gabriel Edward
Institution:Concordia University
Degree Name:M.A.
Program:Educational Technology
Date:1 April 2014
Thesis Supervisor(s):Carliner, Saul
Keywords:video games, language learning, navigation
ID Code:978419
Deposited By: GABRIEL SMITH
Deposited On:26 Jun 2014 20:43
Last Modified:18 Jan 2018 17:46

References:

Abada, G. O. & Onibere, E. A. (2009). The effect of rehearsed computer use on icon recognition. International Journal of Computers and Applications, 31(1), 9-15.
Ang, C. S., & Rao, G. S. V. R. K. (2008). Computer game theories for designing motivating educational software: A survey study. International Journal on E-Learning, 7(2), 181-199.
Annetta, L., Murray, M., Gull Laird, S., Bohr, S., & Park, J. (2008). Investigating student attitudes toward a synchronous, online graduate course in a multi-user virtual learning environment. Journal of Technology and Teacher Education, 16(1), 5-34.
Araki, M. (2010). SLeducating: An exploration of the evolution of educators in Second Life. Unpublished master’s thesis, Concordia University, Montreal, QC.
Baltra, A. (1990). Language learning through computer adventure games. Simulation & Gaming, 21(4), 445-452.
Bandura, A. (1997). Self-efficacy: The exercise of control. New York: W. H. Freeman.
Beck, A. R. & Fritz, H. (1998). Can people who have aphasia learn iconic codes? Augmentative and Alternative Communication, 14(3), 184-196.
Blackwell, A. F. (2001). Pictorial representation and metaphor in visual language design. Journal of Visual Languages and Computing, 12, 223-252.
Bonanno, P. & Kommers, P. A. M. (2008). Exploring the influence of gender and gaming competence on attitudes towards using instructional games. British Journal of Educational Technology, 39(1), 97-109.
Brophy, J. (1999). Toward a model of the value aspects of motivation in education: Developing appreciation for particular learning domains and activities. Educational Psychologist, 34, 75-85.
Cameron, J. (2001). Negative effects of reward on intrinsic motivation - A limited phenomenon: Comment on Deci, Koestner, and Ryan (2001). Review of Educational Research, 71(1), 29-42.
Colby, R. S. & Colby, R. (2008). A pedagogy of play: Integrating computer games into the writing classroom. Computers and Composition, 25, 300-312.
Coleman, D. W. (2002). On footin SIM CITY: Using SIM COPTER as the basis for an ESL writing assignment. Simulation & Gaming, 33(2), 217-230.
Cross, J. (2007). Informal learning: Rediscovering the natural pathways that inspire innovation and performance. John Wiley & Sons.
Cubbison, L. (2005). Anime fans, DVDs, and the authentic text. The Velvet Light Trap, 56, 45-57.
Davis, J. C. (2008). Japanese animation in America and its fans. Unpublished master’s thesis, Oregon State University, Corvallis, OR. Retrieved from http://hdl.handle.net/1957/8736.
Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of Educational Research, 71(1), 1-27.
Dede, C. (1996). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. In B. G. Wilson (Ed.), Constructivist learning environments: Case studies in instructional design (pp. 165-175). Edgewood Cliffs: Educational Technology Publications.
deHaan, J. W. (2005). Acquisition of Japanese as a foreign language through a baseball video game. Foreign Language Annals, 38(2), 278-282.
deHaan, J., Reed, W. M., & Kuwada, K. (2010). The effect of interactivity with a music video game on second language vocabulary recall. Language Learning & Technology, 14(2), 74-94.
DeVane, B. & Durga, S. (2008). Problem-solving in history: Strategy games and schema. Proceedings of The International Conference of the Learning Sciences 2008 (pp. 3.20-3.21). Utrecht, NL.
Dickey, M. D. (2007). Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Education Technology Research Development, 55(3), 253-273.
Douglas, J. Y. & Hargadon, A. (2001). The pleasures of immersion and engagement: Schemas, scripts and the fifth business. Digital Creativity, 12(3), 153-166.
Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games. Journal of Educational Multimedia and Hypermedia, 16(3), 263-281.
Frey, N. & Fisher, D. (2004). Using graphic novels, anime, and the internet in an urban high school. English Journal, 93(3), 19-25.
Fukunaga, N. (2006). "Those anime students": Foreign language literacy development through Japanese popular culture. Journal of Adolescent & Adult Literacy 50(3), 206-222.
García-Carbonell, A., Rising, B., Montero, B., & Watts, F. (2001). Simulation/gaming and the acquisition of communicative competence in another language. Simulation & Gaming, 32(4), 481-491.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. ACM Computers in Entertainment, 1(1), 1-4.
Harushimana, I. (2008). Literacy through gaming: The influence of videogames on the writings of high school freshman males. Journal of Literacy and Technology, 9(2), 35-56.
Hayashi T. & Yano Y. (1994). JUGAME: Game style ICAI system for Kanji idiom learning. Proceedings of ED-MEDIA 94--World conference on Educational Multimedia and Hypermedia, 257-262.
Heintz-Knowles, K., Henderson, J., Glaubke, C. R., Miller, P., Parker, M. A., & Espejo, E. (2001). Fair play? Violence, gender and race in video games. Children Now. Retrieved from http://www.childrennow.org/uploads/documents/fair_play_2001.pdf.
Hogarth, R. M. (2001). Educating intuition. University of Chicago Press.
Huizinga, J. (1949). Homo ludens (Vol. 3). Taylor & Francis.
Johnson, W.L. (2010). Serious use of a serious game for language learning. International Journal of Artificial Intelligence in Education, 20(2), 175-195. Retrieved from http://alelo.com/files/AIED07-serious_use_of_a_serious_game.pdf.
Jolley, K. (2008). Video games to reading: Reaching out to reluctant readers. English Journal, 97(4), 81-86.
Kiili, K. & Lainema, T. (2008). Foundation for measuring engagement in educational games. Journal of Interactive Learning Research, 19(3), 469-488.
Kline, S., Stewart, K., & Murphy, D. (2006). Media literacy in the risk society: Toward a risk reduction strategy. Canadian Journal of Education, 29(1), 131-153.
Kötter, M. (2003). Negotiation of meaning and codeswitching in online tandems. Language Learning & Technology, 7(2), 145-172.
Koutsourelakis, C. & Chorianopoulos, K. (2010). Unaided icon recognition in mobile phones: A comparitive study with young users. The Design Journal, 13(3), 313-328.
Kuppens, A. H. (2010). Incidental foreign language acquisition from media exposure. Learning, Media and Technology, 35(1), 65-85.
Lindley, C. A. & Sennersten, C. C. (2008). Game play schemas: From player analysis to adaptive game mechanics. International Journal of Computer Games Technology, 2008, 1-7.
Long, M. (1996). The role of the linguistic environment in second language acquisition. In W. C. Ritchie & T. K. Bhatia (Eds.), Handbook of language acquisition. Vol. 2: Second language acquisition (pp. 413 - 468). New York: Academic Press.
Lotherington, H. (2004). Emergent metaliteracies: What the Xbox has to offer the EQAO. Linguistics and Education, 14, 305–319.
Lovgren, J. (1994). How to choose good metaphors. IEEE Software, 11(3), 86-88.
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4, 333-369.
Manion, A. (2005). Discovering Japan: Anime and learning Japanese culture. Unpublished master’s thesis. East Asian Studies Center, University of Southern California, Los Angeles, CA. Retrieved from http://www.chanpon.org/archive/manionthesis.pdf.
Marsick, V. J. & Watkins, K. (1990). Informal and Incidental Learning in the Workplace. London and New York: Routledge.
Marsick, V. J. & Watkins, K. (2001). Informal and incidental learning. New Directions for Adult and Continuing Education, 89, 25-34.
Matsui, T. (2009). The diffusion of foreign cultural products: The case analysis of Japanese comics (manga) market in the US. Princeton University Centre for Arts and Policy Studies Working Paper Series, 37, 1-28.
Meskill, C. (1990). Where in the world of English is Carmen Sandiego? Simulation & Gaming, 21(4), 457-460.
Moberly, K. (2008). Composition, computer games, and the absence of writing. Computers and Composition, 25, 284-299.
Mortensen, T. E. (2006). WoW is the new MUD: Social gaming from text to video. Games and Culture, 1(4), 397-413.
Neville, D. O. (2010). Structuring narrative in 3D digital game-based learning environments to support second language acquisition. Foreign Language Annals, 43(3), 446-469.
New London Group, The. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review, 66(1), 1-30.
Newitz, A. (1995). Magical girls and atomic bomb sperm: Japanese animation in America. Film Quarterly, 49(1), 2-15.
Orvis, K. A., Horn, D. B., & Belanich, J. (2008). The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames. Computers in Human Behavior, 24, 2415-2433.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
Pappachan, P. & Ziefle, M. (2008). Cultural influences on the comprehensibility of icons in mobile-computer interaction. Behaviour & Information Technology, 27(4), 331-337.
Pintrich, P. R. (2003). A motivational science perspective on the role of student motivation in learning and teaching contexts. Journal of Educational Psychology, 95(4), 667-686.
Prensky, M. (2002). What kids learn that’s POSITIVE from playing video games. Unpublished manuscript. Retrieved from http://www.marcprensky.com/writing/Prensky%20-%20What%20Kids%20Learn%20Thats%20POSITIVE%20From%20Playing%20Video%20Games.pdf.
Rankin, Y., Gold, R., & Gooch, B. (2006). 3D role-playing games as language learning tools. Eurographics, 25(3), 1-6.
Ruberg, B. (2007). Q&A: Using World of Warcraft to teach English? Gamasutra. Retrieved from http://www.gamasutra.com/php-bin/news_index.php?story=13341.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motiv Emot, 30, 347-363.
Sanford, K. & Madill, L. (2007). Understanding the power of new literacies through video game play and design. Canadian Journal of Education, 30(2), 432-455.
Schwartz, A. & Rubenstein-Avila, E. (2006). Understanding the manga hype: Uncovering the multimodality of comic book literacies. Journal of Adolescent & Adult Literacy, 50(1), 40-49.
Shrand, T. (2008). Tapping into active learning and multiple intelligences with interactive multimedia. College Teaching, 56(2), 78-84.
Sony Computer Entertainment Inc. (2011). Sony Computer Entertainment Japan to introduce Playstation®3 bundle pack features Tales of Xilia® [Press release]. Retrieved from http://www.scei.co.jp/corporate/release/110528_e.html.
Squire, K. (2004). Replaying history: Learning world history through playing Civilization III. Unpublished doctoral dissertation, Indiana University, Bloomington, IN. Retrieved from http://website.education.wisc.edu/kdsquire/dissertation.html.
Stebbins, R. A. (2001). Exploratory Research in the Social Sciences. California: Sage Publications, Inc.
Taylor, M. (1990). Simulations and adventure games in CALL. Simulation & Gaming, 21(4), 461-466.
Thatcher, A., Mahlangu, S. & Zimmerman, C. (2007). Accessibility of ATMs for the functionally illiterate through icon-based interfaces. Behaviour & Information Technology, 25(1), 65-81.
Virvou, M. & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education, 50, 154-178.
von der Emde, S., Schneider, J., & Kötter, M. (2001). Technically speaking: Transforming language learning through virtual learning environments (MOOs). Modern Language Journal, 85(2), 211-225.
Wang, H. (2010). The appropriateness of icon representations for Taiwanese computer users. Visible Language, 44(3), 305-330.
Waters, J. K. (2007). On a quest for English. Technical Horizons in Education Journal, 34(10), 27-32.
Waterworth, J. A., Chignell, M. H., & Zhai, S. M. (1993). From icons to interface models: Designing hypermedia from the bottom up. International Journal of Man-Machine Studies, 39, 453-472.
Williams, K. L. (2006). The impact of popular culture fandom on perceptions of Japanese language and culture learning: The case of student anime fans. Unpublished doctoral dissertation, University of Texas at Austin, Austin, TX. Retrieved from http://repositories.tdl.org/tdl/handle/2152/2657?show=full.
Yin, R. K. (2009). Case Study Research: Design and Methods (Vol.5). California: SAGE Inc.
All items in Spectrum are protected by copyright, with all rights reserved. The use of items is governed by Spectrum's terms of access.

Repository Staff Only: item control page

Downloads per month over past year

Research related to the current document (at the CORE website)
- Research related to the current document (at the CORE website)
Back to top Back to top