![]() ![]() A significant portion of their gameplay was spent interacting with digital objects, some of which became significant others. I outline a process of gameplay socialization that organizes the development of meaning-making over the course of their participation, and show how players had varied socialization experiences. Players engaged in micro-level meaning-making processes through which they made sense of the virtual environments. Using a symbolic interactionist approach and an array of qualitative methods such as observations, talk-aloud protocols, audiovisual recordings of gameplay, “gameplay reviews” and in-depth interviews, I extracted rich data from the gameplay and interpretations of eight university student participants who each played approximately 20 hours of each game. I explore how participants experienced socialization into two digital games that they had never played before, World of Warcraft and Portal 2. This study addresses a lack of research into the socialization experiences of new media technology users. ![]() Among these, digital games continue their rise in significance, constituting a visible domain within which people learn and develop specific sets of skills and practices. These findings suggest that MMOGs have the potential to support SLS and, hence, be considered for language education. Moreover, as the game was about the collaborative efforts around a communal goal, the results suggested that the gamers prioritized action over linguistic skills, allowing the participant to take risks and contribute to the discourse while apprenticing to the linguistic norms of the community. Furthermore, focusing on the SLS journey of one non-native English speaker, this study reveals that the participant developed a working English proficiency through collaborative group activities by participating in and assuming social roles in the game. Using 3 data sources including records, interview, and focus group, this narrative inquiry provides evidence for SLS affordances in MMOG play. SLS explores how second language learners become members of the target language social groups. The present study investigates second language socialization (SLS) in a massively multi-player online game (MMOG) called Stronghold Kingdoms. ![]()
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