Multiuser Digital Games as Sites for Research and Practice

  • Julie M. Sykes
  • Jonathon Reinhardt
  • Steven L. Thorne
Part of the Educational Linguistics book series (EDUL, volume 11)


Digital games are significant for language learning not only as potentially useful new tools within the confines of traditional foreign language contexts, but more importantly, as new semiotic and cultural environments that construct, and are constructed by, social practices. In this chapter, we explore multiuser games as ontologically new social practices that warrant attention within the scope of language learning. In doing so, we specifically address two types of multiuser digital games—multiplayer online games (MMOGs) and synthetic immersive environments (SIEs)—and their role in research and practice. In terms of research, we suggest goal orientation and social consequence as two especially meaningful elements of multiuser digital games for language learning. We then highlight ways multiuser digital games might be meaningfully considered in educational practice. This includes a discussion of task-based approaches as well as literacy development.


Social Practice Language Learning Game Design Online Game Digital Game 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer Science+Business Media B.V. 2010

Authors and Affiliations

  • Julie M. Sykes
    • 1
  • Jonathon Reinhardt
    • 2
  • Steven L. Thorne
    • 3
    • 4
  1. 1.University of New MexicoAlbuquerqueUSA
  2. 2.University of ArizonaTucsonUSA
  3. 3.Portland State UniversityPortlandUSA
  4. 4.University of GroningenGroningenNetherlands

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