“GG” Good Gaming Wordlists: Insight Into Single-Player Commercial Off-the-Shelf Games and Action-Roleplay Game Vocabulary

It appears your Web browser is not configured to display PDF files. Download adobe Acrobat or click here to download the PDF file.

Click here to download the PDF file.


Heidt, Julian Sterling




The purpose of this study is to create two pedagogical wordlists for videogames to be used by ESL/EFL teachers and learners. Using a multimethod design, the present research utilizes both quantitative and qualitative measures. A keyness analysis using the Minimal Ratio index provided by the Keyworder software was conducted to investigate a game corpus' distinctive words. The corpus of ten videogame scripts from Rodgers and Heidt (in press) (5.7 million tokens) was compared to the SUBTLEXus TV/movie corpus (50.5 million tokens) to identify flemmas that are significantly more frequent in videogames. With Schmitt's (2019) call for a better understanding of the vocabulary found in games and game-genres in mind, two wordlists were created: a common game wordlist and an action-roleplay game (ARPG) wordlist to investigate variation in game vocabulary. To facilitate vocabulary acquisition, the listed words were coded for ludic/diegetic properties and patterns. Results regarding learning are discussed.


Education - Language and Literature




Carleton University

Thesis Degree Name: 

Master of Arts: 

Thesis Degree Level: 


Thesis Degree Discipline: 

Applied Linguistics and Discourse Studies

Parent Collection: 

Theses and Dissertations

Items in CURVE are protected by copyright, with all rights reserved, unless otherwise indicated. They are made available with permission from the author(s).