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

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  • 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.

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  • Copyright © 2020 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, research, scholarship, and teaching. Theses may only be shared by linking to Carleton University Institutional Repository and no part may be used without proper attribution to the author. No part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner.

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  • 2020

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