Video game genres and English language learning motivation: Evidence from Indonesian EFL learners
DOI:
https://doi.org/10.32332/joelt.v14i1.13200Keywords:
digital game-based learning, EFL learners, English language learning, Learning motivation, video game genresAbstract
Video games have become increasingly common language-learning resources, yet many studies still treat games as a single category. This approach may obscure how genre-specific mechanics, such as narrative quests, strategic problem-solving, simulation-based interaction, and multiplayer communication, shape learners’ motivation to engage with English. Addressing this gap, this study examined how video game genres are associated with English language learning motivation among Indonesian EFL learners. Using an explanatory sequential mixed-methods design, the study involved a survey of 115 Indonesian undergraduate students recruited through convenience sampling from April to July 2025, followed by semi-structured interviews with four purposively selected participants. A 17-item motivation index and six interview questions were used to explore learners’ motivational responses, genre preferences, and gameplay experiences. Descriptive findings showed that most respondents selected Agree or Strongly Agree across multiple motivation indicators, indicating positive perceived associations between gameplay and English-learning motivation. The genre-based findings suggest that strategy, puzzle, simulation, role-playing, and narrative-driven games have strong motivational potential because they embed English within meaningful tasks, story progression, and contextual interaction. Interview findings further indicated that narrative immersion, problem-solving, technical vocabulary, and social communication helped transform gameplay into sustained and intrinsically oriented language engagement. The study concludes that genre matters in digital game-based language learning because different genres provide different forms of linguistic exposure and motivational affordances. These findings highlight the need for pedagogical alignment between language-learning objectives and genre-specific mechanics when integrating digital games into English learning environments.
References
Abdullah, S. N. A., Noorjamri, N., Muhammad Pasupathy, M. A., Abdul Rahman, F. R., & Shafie, R. S. (2025). Genshin Impact as a language learning tool for ESL learners’ vocabulary acquisition and communication skills in Malaysia. International Journal of Research and Innovation in Social Science, IX(II), 2206–2215. https://doi.org/10.47772/IJRISS.2025.9020176
Alexandre, I. M., Lopes, P. F., & Borges, C. (2023). Roadmap for the development of EnLang4All: A video game for learning English. Multimodal Technologies and Interaction, 7(2), 17. https://doi.org/10.3390/mti7020017
Ammanabrolu, P., & Riedl, M. O. (2021). Situated language learning via interactive narratives. Patterns (New York, N.Y.), 2(9), 100316. https://doi.org/10.1016/j.patter.2021.100316
Asari, S. (2023). Vocabulary development of EFL young learner after long peer interaction with video games. JEES (Journal of English Educators Society), 8(1). https://doi.org/10.21070/jees.v8i1.1708
Blomgen, E. (2024). Creating contexts for situated language learning through life is strange: A material-based analysis on how the video game life is strange can engage students in communicative language activities.
Calvo-Ferrer, J. R., & Belda-Medina, J. (2021). The effect of multiplayer video games on incidental and intentional L2 vocabulary learning: The case of “Among Us.” Multimodal Technologies and Interaction, 5(12), 80. https://doi.org/10.3390/mti5120080
Correa, N. E., Garcia, A. F., & Patiño, M. G. L. (2021). The use of narrative role-playing games in communication skills development among the Filipino youth in Metro Manila.
Creswell, J. W., & Creswell, J. D. (2022). Research design: Qualitative, quantitative, and mixed approaches. In Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (6th ed.). https://doi.org/10.2307/1523157
Das, S., & Shukla, D. (2025). The effect of integrating game-based activities in English language teaching for ESL learners in the Indian Curriculum Post-NEP 2020: A quantitative study. Technische Sicherheit, 25, 144–155. https://doi.org/https://doi.org/10.5281/zenodo.15357115
Dörnyei, Z. (2005). The psychology of the language learner: Individual differences in second language acquisition. Lawrence Erlbaum Associates.
Dörnyei, Z. (2009). The L2 motivational self system. Motivation, Language Identity and the L2 Self, 36(3), 9–11.
Esteban, A. J., & Sung, K. (2025). Influence of playing online video games on Filipino college students’ confidence in speaking English. International Journal of Evaluation and Research in Education (IJERE), 14(4), 2555. https://doi.org/10.11591/ijere.v14i4.32842
Facca, D., Smith, M. J., Shelley, J., Lizotte, D., & Donelle, L. (2020). Exploring the ethical issues in research using digital data collection strategies with minors: A scoping review. PLOS ONE, 15(8), e0237875.
Folahan, O. O., & Omotunde, C. T. (2024). Utilization of digital games for teaching English language in junior secondary schools in Ondo West local government in Ondo State. Kashere Journal of Education, 7(2), 162–172.
Gunel, E., & Top, E. (2022). Effects of educational video games on English vocabulary learning and retention. International Journal of Technology in Education, 5(2), 333–350. https://doi.org/10.46328/ijte.225
Hasan, H., Imama, N., Latif, F., Rozaqi, A. L. L., Hamid, M. R. A., & Surur, M. (2024). Harnessing technology in education: The effectiveness of wordwall games in enhancing students’ engagement. Journal on Research and Review of Educational Innovation, 2(2), 70–77. https://doi.org/https://doi.org/10.47668/jrrei.v2i2.1637
Hladonik, G., & Váradi, K. (2023). Video games: A new source of langauage acquisition. Humanities Science Current Issues, 1(67), 207–212. https://doi.org/10.24919/2308-4863/67-1-28
Kaya, G., & Sagnak, H. C. (2022). Gamification in English as second language learning in secondary education aged between 11-18. International Journal of Game-Based Learning, 12(1), 1–14. https://doi.org/10.4018/IJGBL.294010
Krashen, S. D. (2009). Principles and practice in second language acquisition. Pergamon Press.
Lai, K.-W. K., & Chen, H.-J. H. (2025). L2 vocabulary learning through a COTS adventure game: Individual vs. Paired gameplay and the influence of word exposure frequency, word level, and word salience. Computers & Education, 234, 105343. https://doi.org/10.1016/j.compedu.2025.105343
Lane, H. C., Hays, M. J., Auerbach, D., & Core, M. G. (2010). Investigating the relationship between presence and learning in a serious game BT - Intelligent Tutoring Systems. In V. Aleven, J. Kay, & J. Mostow (Eds.), Intelligent Tutoring Systems. ITS 2010 (pp. 274–284). Springer Berlin Heidelberg. https://doi.org/https://doi.org/10.1007/978-3-642-13388-6_32
Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1253549
Liu, S., Zhang, S., & Dai, Y. (2025). Do mobile games improve language learning? A meta-analysis. Computer Assisted Language Learning, 0(0), 1–29. https://doi.org/10.1080/09588221.2025.2528786
Luan, N. L., & Raghbir, R. S. A. S. (2021). Learning English vocabulary via computer gaming. Issues in Language Studies, 10(1), 93–109. https://doi.org/10.33736/ils.2708.2021
Luan, N. L., Raghbir, R. S. A. S., & Yi, C. S. (2025). A case of collaborative and incidental vocabulary learning in MMORPG context. AJELP: The Asian Journal of English Language and Pedagogy, (13), 75–85. https://doi.org/10.37134/ajelp.vol13.1.5.2025
Mahdi, H. S., Mohsen, M. A., & Almanea, M. (2024). Multimedia glosses and second language vocabulary learning: A second-round meta-analysis. Acta Psychologica, 248, 104341. https://doi.org/10.1016/j.actpsy.2024.104341
Martins, H. F. (2023). Game on: Notes on language learning potentials through MMORPGs’ social and motivational dynamics. European Journal of Language and Culture Studies, 2(6), 1–5. https://doi.org/10.24018/ejlang.2023.2.6.110
Obisesan, H. (2025, April 12). A survey of digital game-based English language learning in Nigeria. Conference for Applied Linguistics and Intercultural Communication in Higher Education (CALICHE). https://doi.org/10.13140/RG.2.2.29443.21281
Pitarch, R. C. (2018). An approach to digital game-based learning: Video-games principles and applications in foreign language learning. Journal of Language Teaching and Research, 9(6), 1147. https://doi.org/10.17507/jltr.0906.04
Quitalig, R., Balaweg, M., & Ganiban, C. (2022). Unravelling the language of MMORPG in the Philippine context through sociolinguistic and lexicographic perspectives.
Rama, P. S., Black, R. W., van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(3), 322–338. https://doi.org/10.1017/S0958344012000171
Reinders, H., & Wattana, S. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, 27(1), 38–57. https://doi.org/10.1017/S0958344014000226
Settles, B., & Meeder, B. (2016). A trainable spaced repetition model for language learning. Proceedings of the 54th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers), 4, 1848–1858. https://doi.org/10.18653/v1/P16-1174
Sinar, T. S., Zein, T. T., Huszka, B., Yusuf, M., Maharani, P., & Sanjaya, D. (2024). Learning English literacy through video games: A multimodal perspective. Journal of Curriculum and Teaching, 13(1), 102. https://doi.org/10.5430/jct.v13n1p102
Soyoof, A., Reynolds, B. L., Chan, K. K., Tseng, W.-T., & McLay, K. (2023). Massive online multiplayer games as an environment for English learning among Iranian EFL students. Computer Assisted Language Learning, 38(1–2), 1–44. https://doi.org/10.1080/09588221.2023.2171065
Sylvén, L. K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302–321. https://doi.org/10.1017/S095834401200016X
Taguchi, T., Magid, M., & Papi, M. (2009). The L2 Motivational Self System among Japanese, Chinese and Iranian learners of English: A comparative study. In Motivation, Language Identity and the L2 Self (pp. 66–97). Multilingual Matters. https://doi.org/10.21832/9781847691293-005
Tsai, Y.-L., & Tsai, C.-C. (2018). Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study. Computers & Education, 125, 345–357. https://doi.org/https://doi.org/10.1016/j.compedu.2018.06.020
Vnucko, G., & Klimova, B. (2023). Exploring the potential of digital game-based vocabulary learning: A systematic review. Systems, 11(2), 57. https://doi.org/10.3390/systems11020057
Wang, Z., & Han, F. (2021). Developing English language learners’ oral production with a digital game-based mobile application. PLOS ONE, 16(1), e0232671. https://doi.org/10.1371/journal.pone.0232671
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Ferdy Satrio Andhara, Ferdinan Okki Kurniawan, Engliana

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.




