Corrigendum: Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms
- 1Center for Biomedical Engineering, School of Information Science and Technology, University of Science and Technology of China, Hefei, China
- 2School of Foreign Languages, Anhui Jianzhu University, Hefei, China
- 3School of Humanities and Social Science, University of Science and Technology of China, Hefei, China
- 4School of Public Affairs, University of Science and Technology of China, Hefei, China
- 5CAS Key Laboratory of Brain Function and Disease, School of Life Science, University of Science and Technology of China, Hefei, China
- 6State Key Laboratory of Brain and Cognitive Science, Institute of Biophysics, Chinese Academy of Sciences, Beijing, China
- 7Center of Medical Physics and Technology, Hefei Institutes of Physical Science, Chinese Academy of Sciences, Hefei, China
Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs’ appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers’ attention from different fields and many studies have validated MMORPGs’ positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers’ overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas.
Introduction
Massive Multiplayer Online Role-Playing Games (MMORPGs) are gaining more and more popularity compared to other genres of commercial games. The main feature of MMORPGs is gamers’ purposeful interaction with peers and game-embedded narratives elicited by the game design. The players’ ultimate purpose is to get reward so as to progress through the game hierarchy by undertaking game tasks known as quests, usually with the help of game-based organizations known as guilds. Guild membership offers novices opportunities to get their gaming skills promoted through interaction with more experienced players (Peterson, 2012). Notably, MMORPGs may bring about some negative effects such as excessive playing or gaming addiction (Petry and O’Brien, 2013), and psychiatric comorbidity (Han et al., 2015). However, MMORPGs can also provide players with benefits such as feelings of achievement and sense of community (Sublette and Mullan, 2012), and possibilities for educational use (González-González and Blanco-Izquierdo, 2012).
Applying MMORPGs to foreign language (FL) or second language (L2) learning has become a research focus in that, gamers/learners immersed in MMORPGs learning context are more relaxed and motivated to interact with peers or gaming instructions (Bytheway, 2014), and they outperform those attending traditional classrooms in terms of language skills (Rankin et al., 2009; Suh et al., 2010; Kim et al., 2013). The main affordances of MMORPGs for language learning are the immersive interactive environments and multiple options for players to engage in authentic communication through listening, speaking, reading, and writing in the target language with other interlocutors (Rama et al., 2012). Apart from the commercial MMORPGs, researchers develop some educational MMORPGs to facilitate FL/L2 learning. Such educational MMORPGs are also named serious games, which “include an identifiable teaching presence specifically for improving some aspect of language proficiency” (Thorne et al., 2012a). Serious games’ main objectives are learning and behavior change (Connolly et al., 2012) and can also provide gamers with in-game rewards if they accomplish tasks (Nagle et al., 2014), leading to greater learning motivation and more effective learning relative to traditional tools or approaches (Iten and Petko, 2016). In this paper, we briefly review studies focusing on commercial or serious MMORPGs’ benefit to learning FL/L2 and discuss the potential mechanisms underlying the educational assistant role of MMORPGs in language learning from behavioral and neural perspectives.
Methods
We searched for literatures on Google Scholar, Web of Science, and ScienceDirect with no date restrictions. Terms used were “massive multiplayer online role∗” or “MMORPG∗” in combination with “language learning” or “second language” or “FL” or “language teaching.” Since some online games especially 3D online games bear features of MMORPGs, we also used terms like “online game” and “3D online game” in our search. We finally selected the most relevant papers for our review and some studies were identified through checking reference lists of the indexed papers. Available studies were organized in two groups based on their aims: macroscopic studies on MMORPGs’ benefit for gamers/learners’ overall FL/L2 learning and microscopic studies on MMORPGs’ benefit for one or more specific FL/L2 abilities.
MMORPGs’ Benefit for Gamers’/Learners’ Fl/L2 Learning
In the studies conducted by Rankin et al. (2008), Zheng et al. (2009, 2012), and Rama et al. (2012), MMORPG’s affordance of interaction was found to benefit FL/L2 acquisition or development. Interestingly, Zheng et al. (2009, 2012) found that gamers can realize their heterarchical values while learning English in MMORPG’s interactive context. Peterson (2011, 2012) attached more importance to learners’ attitudes exhibited in MMORPG-based interaction. The former study suggested that the MMORPG-based interaction can lead to learners’ positive feedback, by which language development may be facilitated. The latter study showed that in online linguistic and social interaction, learners adopted polite expressions to build up collaborative relationships, used continuers and requests for assistance to maintain intersubjectivity, and became increasingly positive toward gaming and language learning emerged in gaming. Thus, such interaction can contribute to learners’ sociocultural competence, positive attitudes toward FL learning, and coherence and appropriateness of target language production, all of which are beneficial for FL development. Considering that gamers are involved in both virtual spaces and real world settings, researchers are interested to ascertain whether the language learning-related resources and interactions in and out of the MMORPGs’ context can influence each other or work together to promote the gamers’ language development. In two successive studies, Kongmee et al. (2011, 2012) validated that linguistic knowledge and communicational skills can be transferable between the virtual spaces and real world. Scholz (2015) reached a similar conclusion that if learners are given the opportunity to communicate with other players and experience the game at their own pace, they can transfer linguistic constructions from MMORPGs’ contexts to various non-gaming contexts, so that L2 learning can be developed more effectively. To dig it further, Thorne et al. (2012b) employed semiotic ecology theory to indicate that game-embedded texts, player-to-player interaction, and game-external websites’ resources constitute gamers/learners’ complex semiotic ecologies, which are significant for L2 development.
Comparatively, more studies have examined the effect of MMORPG on enhancing gamers’ some specific FL/L2 abilities. In view of the central place of vocabulary in language learning, some studies have argued that vocabulary learning can be facilitated by gamers’ interaction in playing MMORPGs (Bytheway, 2014; Shahriarpour and Kafi, 2014; Yudintseva, 2015; Zheng et al., 2015). Contrary to these studies, Milton et al. (2012) reached a relatively conservative conclusion that there is little opportunity for lexical growth without teacher’s control in the MMORPG-based learning activities. Other studies have shown that vocabulary acquisition and other skills such as communicative competence (Peterson, 2010), sentence construction (Yang and Hsu, 2013), and reading skills (Dourda et al., 2014) can be developed simultaneously by gamers’ interaction in MMORPG-based instruction. Besides, Huang and Yang (2014) investigated effects of English proficiency and gaming experience on incidental vocabulary acquisition in a MMORPG and found that vocabulary was more noticed by learners with medium gaming experience in gaming requirement condition, and was more perceived by learners with higher English proficiency in flashcard condition. Apart from above-mentioned studies focusing on vocabulary development in playing MMORPGs, many studies have demonstrated the positive effects of MMORPGs on developing basic language skills such as FL listening ability (Hu and Chang, 2007), speaking ability (Lai and Wen, 2012), production of narratives (Colby and Colby, 2008; Neville, 2010, 2015), communicative competence (Wu and Richards, 2012; Berns et al., 2013), and communicative skills, together with learners’ listening, reading, and writing skills (Suh et al., 2010). In addition, Hsu (2015) reported that the MMORPG has long-term effects on developing learners’ incremental intelligence (i.e., accumulated intelligence through hard work) which was significantly related to their performance on standardized language test.
It is indicated that existing studies have mainly explored MMORPGs’ benefit for FL/L2 learning based on MMORPGs’ affordance of interactive function. Specifically, MMORPGs afford gamers opportunities to communicate with peers from the same guild. Such communication requires active negotiation of meaning in FL/L2 among gamers so that their language skills can be developed (Bytheway, 2011; Rama et al., 2012). Meanwhile, gamers also interact with game-embedded narratives or instructions and they may get positive feedback so as to move on if the embedded texts are properly understood. Notably, when comprehending those embedded texts, gamers may frequently ask for their peers’ help (Dourda et al., 2014). Accordingly, some researchers (Thorne, 2008; Peterson, 2012; Sundqvist and Sylvén, 2012) have tried to explain MMORPGs’ role in facilitating language learning from a sociocultural perspective that employs Vygotsky’s zone of proximal development, which is “the distance between the actual developmental level as determined by independent problem solving and the level of potential development as determined through problem solving under adult guidance or in collaboration with more capable peers” (Vygotsky, 1978). They have suggested that FL/L2 learning can be promoted by in-game social interaction, during which less proficient gamers/learners can negotiate meaning with and learn from more capable gamers/learners. This explanation sheds light on the FL/L2 development process in gaming. However, the underlying behavioral and neural mechanisms of MMORPG-based FL/L2 development remain unexplored. Because learners/gamers are more motivated to interact with peers in MMORPGs’ contexts than they are in traditional teaching settings (Peterson, 2011, 2012; Bytheway, 2014; Shahriarpour and Kafi, 2014; Zheng et al., 2015; Howard-Jones and Jay, 2016), to figure out the source of such stronger motivation appears to be fundamental for investigating the behavioral and neural mechanisms under discussion. Evidence has shown that rewarding the gamers for meeting progressively demanding performance levels increased gamers’ intrinsic motivation (Cameron et al., 2001; Pierce et al., 2003). More recent studies have also shown that rewards such as virtual badges have positive effects on increasing learners’ motivation and learning outcomes in serious games (Filsecker and Hickey, 2014), and that gamers may take meta-game reward systems as intrinsically motivating in game contexts (Cruz et al., 2015). Therefore, reward is an essential factor in motivating gamers/learners to get involved in the in-game interaction and should be taken into account when the behavioral and neural mechanisms of MMORPGs’ role in promoting FL/L2 learning are investigated.
Possible Behavioral Mechanism Underlying MMORPGs’ Educational Role in Language Learning
Recent studies have validated strong reward effects on the allocation of attention (Hickey et al., 2010; Anderson et al., 2011; Anderson and Yantis, 2013; Lucas et al., 2013), and have shown that stimuli associated with reward in both current and past contexts can bias attentional selection (Anderson et al., 2013; Bourgeois et al., 2015). Furthermore, social rewards such as positive expressions can also shape attentional bias (Anderson, 2015). An integrated review conducted by Le Pelley et al. (2016) concluded that reward influences attention to reward-relevant stimuli. These findings provide us with a deeper insight into the potential behavioral mechanism involved in MMORPG-based language learning. In MMORPGs, reward-associated stimuli can range from some certain gaming skills to interaction with game-embedded texts and peers, which can lead to accomplishment of quests and reward procurement. When gamers/learners are engaged in MMORPGs, they may procure both monetary-like reward such as badges or superior equipment and social reward such as compliments from peers, which prompt them to bias attention and allocate more cognitive resources toward all the reward-related cues emerged in either real-time gaming or past gaming behavior. We thus hypothesize that the potential behavioral mechanism may relate closely to learners’ attentional bias toward both gaming process and gamers’ interaction with embedded game texts and other gamers.
Attentional bias has been validated as a behavioral tendency among excessive online gamers, who generally distribute more attention to game-related cues such as words or pictures and increase their emotional processing of those cues (for a review, see Zhang et al., 2016). Most studies reviewed here didn’t filter participants, and thus included excessive gamers, casual gamers, and novice ones. As such it is worth discussing if the casual and novice gamers are also likely to exhibit attentional bias. An event-related potentials study conducted by Thalemann et al. (2007) revealed casual players also distributed more attention to game-related materials than to neutral cues and they might be highly emotionally involved in online gaming. Han et al. (2010) recruited healthy novices and asked them to play a novel online game for 10 days. Activity was elicited in the dorsolateral prefrontal cortex (DLPFC), parahippocampal gyrus, and thalamus by game cues in contrast to neutral cues for all participants. It is DLPFC that has been found to be related with attentional bias in some studies (Luijten et al., 2012; Jacob et al., 2014). Based on these findings, we may cautiously reach a preliminary conclusion that attentional bias may also arise among casual gamers and novices after they are engaged in online games for a certain period.
Since attentional selection can be operated via a volitional top-down mode derived from task demands or an automatic bottom-up mode triggered by salient stimuli (Corbetta and Shulman, 2002; Buschman and Miller, 2007; Shomstein et al., 2010; Lee and Shomstein, 2014), how gamers/learners employ the two different modes to allocate their attentional resources is another issue warranting consideration. Le Pelley et al. (2016) raised the question whether attentional bias to task-relevant stimuli is a top-down (under participants’ control) or a bottom-up (automatic) process, and they suggested that it was premature to define which one takes effect, because existing studies can be explained by either the former or the latter, or a combination of the two. As to the context of MMORPGs, we suppose that the two processes can be adopted in different ratios by different types of players. For novice players, they may more frequently use the top-down process in which they have to strategically control their own gaming behavior and allocate attentional resources to task-related cues in order to make less mistakes, while for the players with higher gaming proficiency, they tend to utilize more of the bottom-up process, because those task-related cues are psychologically more salient for them and their gaming experiences are rich enough to exert an automatic effect on attentional capture.
Possible Neural Mechanism Underlying MMORPGs’ Educational Role in Language Learning
Language processing depends on a widely distributed brain network, and specific first or second language abilities are proven to be positively related with various functional connectivities (FC) within this language network (Wei et al., 2012; Deng et al., 2015; Chai et al., 2016). Furthermore, similar brain areas can be activated in both language learning and online gaming (Khatibi and Cowie, 2013). We therefore suggest that gamers/learners’ frequent in-game interaction may strengthen or increase their FC associated with language processing. Additionally, in view of the reward effect on gamers’ motivation to interact in FL/L2 (Peterson, 2012; Howard-Jones and Jay, 2016), we further posit that brain reward circuit may play a moderating role in the increased FC within gamers’ brain network.
To date, very few studies have explored the neural mechanism underlying MMORPG’s educational role in language learning. Only one recent study using resting-state functional magnetic resonance imaging (fMRI) investigated an educational MMORPG’s effect on increasing learners’ brain FC responsible for language processing (Hong et al., 2016). This study did not include control groups, which might make its conclusion less robust. Thus, a cohort study design is needed to ensure more tenable results. Additionally, the specific seed regions identified for FC analysis are also worth further discussion. Studies covered in this review have revealed that MMORPGs’ assistant role in FL/L2 learning is realized by games’ affordance of interaction, in which gamers/learners should frequently retrieve appropriate vocabulary from their memory to fulfill their real-time in-game interaction; moreover, they have to continuously and rapidly, in most cases, read the game-embedded texts and peers’ real-time speech scrolling down the screen to move on smoothly. Such opportunities to develop reading and vocabulary skills are favored by MMORPG players (Peterson, 2011). Therefore, lexical retrieval and reading speed, two central aspects of language processing (Chai et al., 2016), seem to be essential in language learning emerged in playing MMORPGs. Lexical retrieval is linked to left anterior insular/frontal operculum (AI/FO; Perani et al., 2003; Damasio et al., 2004; Baldo et al., 2006), and reading speed is associated with visual word form area (VWFA; Gaillard et al., 2006; Nakamura et al., 2012). Thus, left AI/FO and VWFA can be taken as seed regions in the underlying FC. As for the location of other language areas to which the FC is computed from the seed regions, language processing-related areas in the neural substrates of gamers’ attentional bias should be included. The two above-mentioned modes of attentional bias are controlled by two segregated networks of brain areas. The top-down mode recruits superior frontal gyrus (SFG) and intraparietal cortex, while the bottom-up mode recruits inferior frontal gyrus (IFG) and temporoparietal cortex (Corbetta and Shulman, 2002; Lee and Shomstein, 2014). Both the SFG and the IFG are closely related with language processing. The SFG is associated with language organization (Kinoshita et al., 2012), syntactic sequencing (Chan et al., 2013), speech initiation and spontaneity (Fujii et al., 2015), while the IFG relates to sentence comprehension (Friederici et al., 2003), phonological processing (Nixon et al., 2004), and semantic processing (Simard et al., 2013). The IFG and the SFG can be involved in the increased FC within gamers’ brain network.
Regarding the identification of areas in the reward circuit, two central nodes involved are ventral striatum (VS) related to reward anticipation and ventromedial prefrontal cortex (vmPFC) related to reward outcome and subjective value (Knutson et al., 2003; Levy and Glimcher, 2012). However, the VS may contribute more to the neural mechanism under discussion, because game behavior associated with reward anticipation processing always takes much more time than reward attainment accompanied by outcome processing does. The potential neural mechanism is shown in Figure 1.
FIGURE 1. Potential neural mechanism of Massive Multiple Online Role-Playing Games (MMORPGs’) effect on foreign language (FL)/second language (L2) learning. AI, anterior insula; FO, frontal operculum; VWFA, visual word form area; IFG, inferior frontal gyrus; SFG, superior frontal gyrus; VS, ventral striatum.
Conclusion and Future Study
To our knowledge, this is the first review centering on both the MMORPGs’ benefits for language learning and discussion of the behavioral and neural mechanisms underlying such benefits. When gamers/learners are immersed in a MMORPG environment, their existing attentional bias or the bias developed in their gaming and learning processes would make them allocate more cognitive resources toward task-related stimuli. Moreover, this reward-guided effect can be realized in a controlled or an automatic way by different types of gamers/learners. Language learning enhancement in playing MMORPGs may be realized by strengthening or increasing the FC from seed regions including the left AI/FO and the VWFA to other language processing-related areas, mainly including the IFG and the SFG. Further, MMORPGs’ effect on the FC can be moderated by the activity of the VS in the brain reward circuit, which warrants further systematic study.
In future studies stroop or dot-probe task can be adopted to examine the existence of attentional bias among gamers/learners whose FL/L2 proficiency get improved after playing MMORPGs. For validation of the proposed neural mechanism, either the resting-state fMRI or task-state fMRI can be considered for experimental design. Besides, functional near-infrared spectroscopy technology is also a good alternative in view of its portability, less cost, good temporal and spatial resolution (Scherer et al., 2012), and its feasibility in investigating resting-state or task-state FC in the human language network (Molavi et al., 2014; Huang et al., 2016). If the proposed behavioral and neural mechanisms are confirmed, new evidence will be provided for MMORPGs’ educational effect on FL/L2 learning. These new findings may promote the development of educational MMORPGs, and more importantly, pedagogical innovations can thereby be expected in the field of FL/L2 teaching.
Author Contributions
YZ and XZ designed this study. YZ wrote this paper. HS provided suggestions on the structure of this paper. XL, DT, and Y-eC contributed to the data collection.
Conflict of Interest Statement
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Acknowledgment
This work was supported by grants from the Humanities and Social Science Research Foundation of Education Department of Anhui Province (SK2015JD11), the General Project of Humanities and Social Sciences of the Ministry of Education in China (13YJC740112), and the Social Science Planning Foundation of Anhui Province, AHSKYG2017D138. We thank Yamikani Ndasauka for his suggestions during the proofreading of this paper.
References
Anderson, B. A. (2015). Social reward shapes attentional biases. Cogn. Neurosci. 7, 30–36. doi: 10.1080/17588928.2015.1047823
Anderson, B. A., Laurent, P. A., and Steven, Y. (2013). Reward predictions bias attentional selection. Front. Hum. Neurosci. 7:262. doi: 10.3389/fnhum.2013.00262
Anderson, B. A., Laurent, P. A., and Yantis, S. (2011). Learned value magnifies salience-based attentional capture. PLoS ONE 6:e27926. doi: 10.1371/journal.pone.0027926
Anderson, B. A., and Yantis, S. (2013). Value-driven attentional capture. Proc. Natl. Acad. Sci. U.S.A. 39, 6.
Baldo, J. V., Schwartz, S., Wilkins, D., and Dronkers, N. F. (2006). Role of frontal versus temporal cortex in verbal fluency as revealed by voxel-based lesion symptom mapping. J. Int. Neuropsychol. Soc. 12, 896–900. doi: 10.1017/S1355617706061078
Berns, A., Palomo-Duarte, M., Dodero, J. M., and Valero-Franco, C. (2013). “Using a 3D online game to assess students’ foreign language acquisition and communicative competence,” in Scaling up Learning for Sustained Impact, Vol. 8095, eds D. Hernández-Leo, T. Ley, R. Klamma, and A. Harrer (Berlin: Springer), 19–31.
Bourgeois, A., Neveu, R., Bayle, D. J., and Vuilleumier, P. (2015). How does reward compete with goal-directed and stimulus-driven shifts of attention? Cogn. Emot. 31, 109–118. doi: 10.1080/02699931.2015.1085366
Buschman, T. J., and Miller, E. K. (2007). Top-down versus bottom-up control of attention in the prefrontal and posterior parietal cortices. Science 315, 1860–1862. doi: 10.1126/science.1138071
Bytheway, J. (2011). Vocabulay Learning Strategies in Massively Multiplayer Online Role-Playing Games. MA thesis, Victoria University of Wellington, Wellington, 32–67.
Bytheway, J. (2014). In-game culture affects learners’ use of vocabulary learning strategies in massively multiplayer online role-playing games. Int. J. Comput. Assist. Lang. Learn. Teach. 4, 1–13. doi: 10.4018/ijcallt.2014100101
Cameron, J., Banko, K. M., and Pierce, W. D. (2001). Pervasive negative effects of rewards on intrinsic motivation: the myth continues. Behav. Anal. 24, 1–44.
Chai, X. J., Berken, J. A., Barbeau, E. B., Soles, J., Callahan, M., Chen, J. K., et al. (2016). Intrinsic functional connectivity in the adult brain and success in second-language learning. J. Neurosci. 36, 755–761. doi: 10.1523/JNEUROSCI.2234-15.2016
Chan, S. H., Ryan, L., and Bever, T. G. (2013). Role of the striatum in language: syntactic and conceptual sequencing. Brain Lang. 125, 283–294. doi: 10.1016/j.bandl.2011.11.005
Colby, R. S., and Colby, R. (2008). A pedagogy of play: integrating computer games into the writing classroom. Comput. Compos. 25, 300–312. doi: 10.1016/j.compcom.2008.04.005
Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T., and Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59, 661–686. doi: 10.1016/j.compedu.2012.03.004
Corbetta, M., and Shulman, G. L. (2002). Control of goal-directed and stimulus-driven attention in the brain. Nat. Rev. Neurosci. 3, 201–215. doi: 10.1038/nrn755
Cruz, C., Hanus, M. D., and Fox, J. (2015). The need to achieve: players’ perceptions and uses of extrinsic meta-game reward systems for video game consoles. Comput. Hum. Behav. 1–9. doi: 10.1016/j.chb.2015.08.017
Damasio, H., Tranel, D., Grabowski, T., Adolphs, R., and Damasio, A. (2004). Neural systems behind word and concept retrieval. Cognition 92, 179–229. doi: 10.1016/j.cognition.2002.07.001
Deng, Z., Chandrasekaran, B., Wang, S., and Wong, P. C. M. (2015). Resting-state low-frequency fluctuations reflect individual differences in spoken language learning. Cortex 76, 63–78. doi: 10.1016/j.cortex.2015.11.020
Dourda, K., Bratitsis, T., Griva, E., and Papadopoulou, P. (2014). Content and language integrated learning through an online game in primary school: a case study. Electron. J. e-Learn. 12, 243–258.
Filsecker, M., and Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Comput. Educ. 75, 136–148. doi: 10.1016/j.compedu.2014.02.008
Friederici, A. D., Rüschemeyer, S. A., Hahne, A., and Fiebach, C. J. (2003). The role of left inferior frontal and superior temporal cortex in sentence comprehension: localizing syntactic and semantic processes. Cerebral Cortex 13, 170–177. doi: 10.1093/cercor/13.2.170
Fujii, M., Maesawa, S., Motomura, K., Futamura, M., Hayashi, Y., Koba, I., et al. (2015). Intraoperative subcortical mapping of a language-associated deep frontal tract connecting the superior frontal gyrus to broca’s area in the dominant hemisphere of patients with glioma. J. Neurosurg. 122, 1390–1396. doi: 10.3171/2014.10.JNS14945
Gaillard, R., Naccache, L., Pinel, P., Clémenceau, S., Volle, E., Hasboun, D., et al. (2006). Direct intracranial, fmri, and lesion evidence for the causal role of left inferotemporal cortex in reading. Neuron 50, 191. doi: 10.1016/j.neuron.2006.03.031
González-González, C., and Blanco-Izquierdo, F. (2012). Designing social videogames for educational uses. Comput. Educ. 58, 250–262. doi: 10.1016/j.compedu.2011.08.014
Han, D. H., Bolo, N., Daniels, M. A., Arenella, L., Lyoo, I. K., and Renshaw, P. F. (2010). Brain activity and desire for Internet video game play. Compr. Psychiatry 52, 88–95. doi: 10.1016/j.comppsych.2010.04.004
Han, D. H., Sun, M. K., Bae, S., Renshaw, P. F., and Anderson, J. S. (2015). Brain connectivity and psychiatric comorbidity in adolescents with Internet gaming disorder. Addict. Biol. doi: 10.1111/adb.12347 [Epub ahead of print].
Hickey, C., Chelazzi, L., and Theeuwes, J. (2010). Reward changes salience in human vision via the anterior cingulate. J. Neurosci. 30, 11096. doi: 10.1523/JNEUROSCI.1026-10.2010
Hong, J. S., Han, D. H., Kim, Y. I., Su, J. B., Sun, M. K., and Renshaw, P. (2016). English language education on-line game and brain connectivity. ReCALL 29, 3–21. doi: 10.1017/S0958344016000173
Howard-Jones, P. A., and Jay, T. (2016). Reward, learning and games. Curr. Opin. Behav. Sci. 10, 65–72. doi: 10.1016/j.cobeha.2016.04.015
Hsu, L. (2015). EFL learners’ implicit theory of intelligence and the application of MMORPG in EFL learning. Int. J. Comput. Assist. Lang. Learn. Teach. (IJCALLT) 5, 58–71. doi: 10.4018/IJCALLT.2015040104
Hu, M. M., and Chang, B. (2007). “Massively multiplayer online game supported foreign language listening ability training,” in Proceedings of the First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), Banff, AB, 176–178.
Huang, B. G., and Yang, J. C. (2014). “The effects of prior knowledge for incidental vocabulary acquisition on multiplayer online role-playing game,” in Proceedings of the 13th International Conference on Web-based Learning (ICW), Tallinn, 98–105.
Huang, C. J., Chou, P. H., Wei, H. L., and Sun, C. W. (2016). Functional connectivity during phonemic and semantic verbal fluency test: a multichannel near infrared spectroscopy study. IEEE J. Sel. Top. Quantum Electron. 22, 1. doi: 10.1109/jstqe.2015.2503318
Iten, N., and Petko, D. (2016). Learning with serious games: is fun playing the game a predictor of learning success? Br. J. Educ. Technol. 47, 151–163. doi: 10.1111/bjet.12226
Jacob, H., Brück, C., Domin, M., Lotze, M., and Wildgruber, D. (2014). I can’t keep your face and voice out of my head: neural correlates of an attentional bias toward nonverbal emotional cues. Cereb. Cortex 24, 1460. doi: 10.1093/cercor/bhs417
Khatibi, E., and Cowie, E. (2013). Language Learning through Interactive Games. Malmo: Malmo Hogskola University 22–27.
Kim, P. W., Kim, S. Y., Shim, M., Im, C. H., and Shon, Y. M. (2013). The influence of an educational course on language expression and treatment of gaming addiction for massive multiplayer online role-playing game (MMORPG) players. Comput. Educ. 63, 208–217. doi: 10.1016/j.compedu.2012.12.008
Kinoshita, M., Shinohara, H., Hori, O., Ozaki, N., Ueda, F., Nakada, M., et al. (2012). Association fibers connecting the broca center and the lateral superior frontal gyrus: a microsurgical and tractographic anatomy. J. Neurosurg. 116, 323–330. doi: 10.3171/2011.10.JNS11434
Knutson, B., Fong, G. W., Bennett, S. M., Adams, C. M., and Hommer, D. (2003). A region of mesial prefrontal cortex tracks monetarily rewarding outcomes: characterization with rapid event-related fMRI. Neuroimage 18, 263–272. doi: 10.1016/S1053-8119(02)00057-5
Kongmee, I., Strachan, R., Pickard, A., and Montgomery, C. (2011). “Moving between virtual and real worlds: Second language learning through Massively Multiplayer Online Role Playing Games (MMORPGs),” in Proceedings of the 3rd Computer Science and Electronic Engineering Conference, Colchester, 13–18.
Kongmee, I., Strachan, R., Pickard, A., and Montgomery, C. (2012). A case study of using online communities and virtual environment in massively multiplayer role playing games (MMORPGs) as a learning and teaching tool for second language learners. Int. J. Virtual Pers. Learn. Environ. 3, 1–15. doi: 10.4018/jvple.2012100101
Lai, A. F., and Wen, S. S. (2012). “Evaluating an online role playing game for promoting the elementary school students’ English speaking abilities,” in Proceedings of the 8th International Conference on Information Science and Digital Content Technology, Daegu, 610–615.
Le Pelley, M. E., Mitchell, C. J., Beesley, T., George, D. N., and Wills, A. J. (2016). Attention and associative learning in humans: an integrative review. Psychol. Bull. 142, 1111–1140. doi: 10.1037/bul0000064
Lee, J., and Shomstein, S. (2014). Reward-based transfer from bottom-up to top-down search tasks. Psychol. Sci. 25, 466–475. doi: 10.1177/0956797613509284
Levy, D. J., and Glimcher, P. W. (2012). The root of all value: a neural common currency for choice. Curr. Opin. Neurobiol. 22, 1027–1038. doi: 10.1016/j.conb.2012.06.001
Lucas, N., Schwartz, S., Leroy, R., Pavin, S., Diserens, K., and Vuilleumier, P. (2013). Gambling against neglect: unconscious spatial biases induced by reward reinforcement in healthy people and brain-damaged patients. Cortex 49, 2616–2627. doi: 10.1016/j.cortex.2013.06.004
Luijten, M., Veltman, D. J., Hester, R., Smits, M., Pepplinkhuizen, L., and Franken, I. H. (2012). Brain activation associated with attentional bias in smokers is modulated by a dopamine antagonist. Neuropsychopharmacology 37, 2772–2779. doi: 10.1038/npp.2012.143
Milton, J., Jonsen, S., Hirst, S., and Lindenburn, S. (2012). Foreign language vocabulary development through activities in an online 3D environment. Lang. Learn. J. 40, 99–112. doi: 10.1080/09571736.2012.658229
Molavi, B., May, L., Gervain, J., Carreiras, M., Werker, J. F., and Dumont, G. A. (2014). Analyzing the resting state functional connectivity in the human language system using near infrared spectroscopy. Front. Hum. Neurosci. 7:921. doi: 10.3389/fnhum.2013.00921
Nagle, A., Wolf, P., Riener, R., and Novak, D. (2014). The use of player-centered positive reinforcement to schedule in-game rewards increases enjoyment and performance in a serious game. Int. J. Serious Games 1, 35–47. doi: 10.17083/ijsg.v1i4.47
Nakamura, K., Kuo, W. J., Pegado, F., Cohen, L., Tzeng, O. J., and Dehaene, S. (2012). Universal brain systems for recognizing word shapes and handwriting gestures during reading. Proc. Natl. Acad. Sci. U.S.A. 109, 20762–20767. doi: 10.1073/pnas.1217749109
Neville, D. O. (2010). Structuring narrative in 3D digital game–based learning environments to support second language acquisition. Foreign Lang. Ann. 43, 446–469. doi: 10.1111/j.1944-9720.2010.01092.x
Neville, D. O. (2015). The story in the mind: the effect of 3D gameplay on the structuring of written l2 narratives. ReCALL 27, 21–37. doi: 10.1017/S0958344014000160
Nixon, P., Lazarova, J., Hodinotthill, I., Gough, P., and Passingham, R. (2004). The inferior frontal gyrus and phonological processing: an investigation using rtms. J. Cogn. Neurosci. 16, 289–300. doi: 10.1162/089892904322984571
Perani, D., Abutalebi, J., Paulesu, E., Brambati, S., Scifo, P., Cappa, S. F., et al. (2003). The role of age of acquisition and language usage in early, high-proficient bilinguals: an fmri study during verbal fluency. Hum. Brain Mapp. 19, 170–182. doi: 10.1002/hbm.10110
Peterson, M. (2010). Massively multiplayer online role-playing games as arenas for second language learning. Comput. Assist. Lang. Learn. 23, 429–439. doi: 10.1080/09588221.2010.520673
Peterson, M. (2011). Digital gaming and second language development: Japanese learners interactions in a MMORPG. Digit. Cult. Educ. 38, 289–299.
Peterson, M. (2012). Learner interaction in a massively multiplayer online role playing game (MMORPG): a sociocultural discourse analysis. ReCALL 24, 361–380. doi: 10.1017/S0958344012000195
Petry, N. M., and O’Brien, C. P. (2013). Internet gaming disorder and the DSM-5. Addiction 108, 1186–1187. doi: 10.1111/add.12162
Pierce, W. D., Cameron, J., Banko, K. M., and So, S. (2003). Positive effects of rewards and performance standards on intrinsic motivation. Psychol. Rec. 53, 561–578.
Rama, P. S., Black, R. W., Van Es, E., and Warschauer, M. (2012). Affordances for second language learning in world of Warcraft. ReCALL 24, 322–338. doi: 10.1017/S0958344012000171
Rankin, Y. A., Mcneal, M. K., Shute, M. W., and Gooch, B. (2008). “User centered game design: evaluating massive multiplayer online role playing games for second language acquisition,” in Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, Los Angeles, CA, 43–49.
Rankin, Y. A., Morrison, D., McNeal, M., Gooch, B., and Shute, M. W. (2009). “Time will tell: in-game social interactions that facilitate second language acquisition,” in Proceedings of the 4th International Conference on Foundations of Digital Games, ed. R. Young (New York, NY: ACM), 161–168. doi: 10.1145/1536513.1536546
Scherer, L. C., Fonseca, R. P., Amiri, M., Adrover-Roig, D., Marcotte, K., Giroux, F., et al. (2012). Syntactic processing in bilinguals: an fNIRS study. Brain Lang. 121, 144–151. doi: 10.1016/j.bandl.2011.09.009
Scholz, K. W. (2015). Online Digital Game-Based Language Learning Environments: Opportunities for Second Language Development. Ph.D. thesis, University of Waterloo, Waterloo, ON, 52–68.
Shahriarpour, N., and Kafi, Z. (2014). On the effect of playing digital games on Iranian intermediate efl learners’ motivation toward learning English vocabularies. Procedia Soc. Behav. Sci. 98, 1738–1743. doi: 10.1016/j.sbspro.2014.03.601
Shomstein, S., Lee, J., and Behrmann, M. (2010). Top-down and bottom-up attentional guidance: investigating the role of the dorsal and ventral parietal cortices. Exp. Brain Res. 206, 197–208. doi: 10.1007/s00221-010-2326-z
Simard, F., Monetta, L., Nagano-Saito, A., and Monchi, O. (2013). A new lexical card-sorting task for studying fronto-striatal contribution to processing language rules. Brain Lang. 125, 295–306. doi: 10.1016/j.bandl.2011.08.002
Sublette, V. A., and Mullan, B. (2012). Consequences of play: a systematic review of the effects of online gaming. Int. J. Ment. Health Addict. 10, 3–23. doi: 10.1007/s11469-010-9304-3
Suh, S., Kim, S. W., and Kim, N. J. (2010). Effectiveness of MMORPG-based instruction in elementary English education in Korea. J. Comput. Assist. Learn. 26, 370–378. doi: 10.1177/1059840512449653
Sundqvist, P., and Sylvén, L. K. (2012). “World of VocCraft: computer games and Swedish learners’ L2 vocabulary,” in Computer Games in Language Learning and Teaching, ed. H. Reinders (Basingstoke: Palgrave Macmillan), 189–208. doi: 10.1057/9781137005267.0016
Thalemann, R., Wolfling, K., and Grusser, S. (2007). Specific cue reactivity on computer game-related cues in excessive gamers. Behav. Neurosci. 121, 614–618. doi: 10.1037/0735-7044.121.3.614
Thorne, S. L. (2008). “Transcultural communication in open internet environments and massively multiplayer online games,” in Mediating Discourse Online, ed. S. Magnan (Amsterdam: John Benjamins), 305–327. doi: 10.1075/aals.3.17tho
Thorne, S. L., Cornillie, F., and Desmet, P. (2012a). ReCALL special issue: digital games for language learning: challenges and opportunities. ReCALL 24, 243–256. doi: 10.1017/S0958344012000134
Thorne, S. L., Fischer, I., and Lu, X. (2012b). The semiotic ecology and linguistic complexity of an online game world. ReCALL 24, 279–301. doi: 10.1017/S0958344012000158
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Cambridge, MA: Harvard University Press, 86.
Wei, T., Liang, X., He, Y., Zang, Y., Han, Z., Caramazza, A., et al. (2012). Predicting conceptual processing capacity from spontaneous neuronal activity of the left middle temporal gyrus. J. Neurosci. 32, 481–489. doi: 10.1523/JNEUROSCI.1953-11.2012
Wu, M. L., and Richards, K. (2012). “Massively multiplayer online role-playing games as digital game-based english learning platforms: a study of the effects of digital game play on ESL students’ english use,” in Proceedings of the World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Chesapeake, VA, 1370–1373.
Yang, J. C., and Hsu, H. F. (2013). “Effects of online gaming experience on English achievement in an MMORPG learning environment,” in Proceedings of the WorldCALL 2013 Conference, Glasgow, 379–381.
Yudintseva, A. (2015). Game-enhanced second language vocabulary acquisition strategies: a systematic review. Open J. Soc. Sci. 3, 101–109. doi: 10.4236/jss.2015.310015
Zhang, Y. J., Yamikani, N., Hou, J., Chen, J. W., Yang, L. Z., Wang, Y., et al. (2016). Cue-induced behavioral and neural changes among excessive Internet gamers and possible application of cue exposure therapy to Internet gaming disorder. Front. Psychol. 7:675. doi: 10.3389/fpsyg.2016.00675
Zheng, D., Bischoff, M., and Gilliland, B. (2015). Vocabulary learning in massively multiplayer online games: context and action before words. Educ. Technol. Res. Dev. 63, 771–790. doi: 10.1007/s11423-015-9387-4
Zheng, D., Newgarden, K., and Young, M. F. (2012). Multimodal analysis of language learning in World of Warcraft play: languaging as values-realizing. ReCALL 24, 339–360. doi: 10.1017/S0958344012000183
Keywords: Massive Multiple Online Role-Playing Games (MMORPGs), language learning, interaction, reward, behavioral mechanism, neural mechanism
Citation: Zhang Y, Song H, Liu X, Tang D, Chen Y-e and Zhang X (2017) Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms. Front. Hum. Neurosci. 11:95. doi: 10.3389/fnhum.2017.00095
Received: 28 October 2016; Accepted: 15 February 2017;
Published: 02 March 2017.
Edited by:
Mila Vulchanova, Norwegian University of Science and Technology, NorwayReviewed by:
Vito Pirrelli, Consiglio Nazionale Delle Ricerche, ItalyKatinka Dijkstra, Erasmus University Rotterdam, Netherlands
Copyright © 2017 Zhang, Song, Liu, Tang, Chen and Zhang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Yongjun Zhang, YW5keXpoeWpAMTI2LmNvbQ== Xiaochu Zhang, enhjdXN0Y0B1c3RjLmVkdS5jbg==