DGBLLT and Entertainment Games
摘要
Playing commercial entertainment games has become a vital part of many adolescents’ pastime experience. By now, games such as Fortnite, Minecraft, Grand Theft Auto, or World of Warcraft can be considered important landmarks in the entertainment media industry—and, as such, they are highly influential sources of enjoyment in people’s everyday lives. Yet they are also more than that. Although they are primarily designed for entertainment purposes, commercial entertainment games also offer motivating and engaging opportunities for language learning in the digital realm. Next to being fun, they can support the development of multiple language-related abilities, ranging from vocabulary acquisition to fostering communicative competences and cultural learning. This chapter provides an overview of (some) learning opportunities commercial entertainment games offer in a language education context. For that purpose, first the notion of “commercial entertainment games” is defined before their potential contributions to the development of language-related competences are discussed. Finally, the chapter closes with selected didactic and methodological considerations surrounding the practical use of commercial entertainment games in the classroom.