2008
DOI: 10.1075/aals.3.17tho
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Transcultural communication in open internet environments and massively multiplayer online games

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Cited by 173 publications
(127 citation statements)
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References 39 publications
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“…First of all, learners have the opportunity to interact with native speakers in a nonthreatening environment where they already share common ground (i.e., the SIE itself). As observed by Thorne (2008c) in an analysis of discourse between a Russian student and an American student, bonds are built fairly quickly and include interaction around the space as well as aspects of the world outside of the SIE. This can lead to a number of practice opportunities by bringing together interlocutors from around the world, especially in large-scale commercial games.…”
Section: Authentic or Low-risk Practicementioning
confidence: 99%
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“…First of all, learners have the opportunity to interact with native speakers in a nonthreatening environment where they already share common ground (i.e., the SIE itself). As observed by Thorne (2008c) in an analysis of discourse between a Russian student and an American student, bonds are built fairly quickly and include interaction around the space as well as aspects of the world outside of the SIE. This can lead to a number of practice opportunities by bringing together interlocutors from around the world, especially in large-scale commercial games.…”
Section: Authentic or Low-risk Practicementioning
confidence: 99%
“…In a preliminary analysis of these issues, Thorne (2008c) analyzes intercultural communication occurring in MMOGs as related to other internet-mediated communication modalities. A detailed analysis of an interaction between an expert speaker of English living in the US and an expert speaker of Russian living in the Ukraine indicates evidence of a number of positive assets for language learning (e.g., natural, unscripted interaction, emotional bond with the interlocutor, reciprocal alterations in expert status, explicit other-and self-correction, extended repair sequences, and exhibited motivation for language learning).…”
Section: Virtual Social Spaces and Massively Multiplayer Online Gaminmentioning
confidence: 99%
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“…We have seen that when commercial off-the-shelf games are used for language learning they can develop confidence and motivation, lower anxiety, increase enthusiasm and willingness to communicate, and provide language practice outside the classroom. Furthermore, language use in these online 'spaces' constitutes a 'social action' and may awaken linguistic and intercultural curiosity between the game players (Thorne, 2008). As 'arenas' of language learning, online games may help develop sociocultural, pragmatic, and communicative competences, as well as provide opportunities for risk-taking, collaborative dialogue, and linguistic negotiation and self-repair (Peterson, 2010b).…”
Section: Online Multiplayer Videogamesmentioning
confidence: 99%
“…In this vein, a broad range of earlier research has shown the positive impact of traditional media contact (d 'Ydewalle & Van de Poel, 1999;Koolstra & Beentjes, 1999;Medina, 2002;Berns, de Bot & Hasebrink, 2007;Milton, 2008;Sundqvist, 2009;Kuppens, 2010;Lefever, 2010;MacLeod & Larsson, 2011;Muñoz & Lindgren, 2011;Schwarz, 2012;Bunting & Lindström, 2013). Moreover, new media, videogames, and web-based communications and social networking technologies have also been the subject of extensive and wide-ranging research (Gee, 2007;Ranalli, 2008;Thorne, 2008;Harrison & Thomas, 2009;Thorne et al, 2009;Peterson, 2010aPeterson, , 2010bReinders & Wattana, 2010;Lin & Warschauer, 2011;Thorne & Black, 2011;Wang & Vásquez, 2012;Henry, 2013).…”
Section: Introductionmentioning
confidence: 99%