Benson, P. (2021).
Language learning environments: Spatial perspectives on SLA. Multilingual Matters.
Clarke, V., & Braun, V. (2017). Thematic analysis.
The Journal of Positive Psychology,
12(3), 297–298.
https://doi.org/10.1080/17439760.2016.1262613
Gao, Y., & Pan, L. (2023). Learning English vocabulary through playing games: The gamification design of vocabulary learning applications and learner evaluations.
The Language Learning Journal,
51(4), 451–471.
https://doi.org/10.1080/09571736.2023.2217828
Gee, J. P., & Hayes, E. R. (2010).
Women and gaming: The Sims and 21st century learning. Palgrave Macmillan.
Gibson, J. J. (1979).
The ecological approach to visual perception. Lawrence Erlbaum Associates.
Godwin-Jones, R. (2019). Riding the digital wilds: Learner autonomy and informal language learning.
Language Learning & Technology,
23(1), 8–25.
https://doi.org/10.64152/10125/44667
Goodyear, P., Carvalho, L., & Yeoman, P. (2021). Activity-centred analysis and design (ACAD): Core purposes, distinctive qualities and current developments.
Educational Technology Research and Development,
69, 445–464.
https://doi.org/10.1007/s11423-020-09926-7
Han, Y., & Reinhardt, J. (2022). Autonomy in the digital wilds: Agency, competence, and self‐efficacy in the development of L2 digital identities.
TESOL Quarterly,
56(3), 985–1015.
https://doi.org/10.1002/tesq.3142
Hanghøj, T., Kabel, K., & Jensen, S. H. (2022). Digital games, literacy and language learning in L1 and L2: A comparative review.
L1-Educational Studies in Language and Literature,
22(2), 1–44.
https://doi.org/10.21248/l1esll.2022.22.2.363
Hellermann, J., & Thorne, S. L. (2020). ‘Distributed’ language for learning in the wild. In S. Conrad, A. Hartig, & L. Santelmann (Eds.),
The Cambridge introduction to applied linguistics (pp. 264–277). Cambridge University Press.
Hellermann, J., Thorne, S. L., & Haley, J. (2019). Building socio-environmental infrastructures for learning in the wild. In J. Hellermann, S. Eskildsen, S. Pekarek-Doehler, & A. Piirainen-Marsh (Eds.),
Conversation analytic research on learning-in-action: The complex ecology of second language interaction ‘in the wild’ (pp. 193–218). Springer.
Hiver, P., Al-Hoorie, A. H., Vitta, J. P., & Wu, J. (2024). Engagement in language learning: A systematic review of 20 years of research methods and definitions.
Language Teaching Research,
28(1), 201–230.
https://doi.org/10.1177/13621688211001289
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research.
Proceedings of the AAAI Workshop on Challenges in Game AI.
https://aaai.org/papers/ws04-04-001-mda-a-formal-approach-to-game-design-and-game-research/
Jabbari, N., & Peterson, M. (2023). Complexity, accuracy, and fluency improvements through massively multiplayer online gaming: A longitudinal mixed-methods case study.
The Language Learning Journal,
51(4), 416–450.
https://doi.org/10.1080/09571736.2023.2219713
Kramsch, C. (2008). Ecological perspectives on foreign language education.
Language Teaching,
41(3), 389–408.
https://doi.org/10.1017/S0261444808005065
Kruk, M. (2022). Dynamicity of perceived willingness to communicate, motivation, boredom and anxiety in Second Life: The case of two advanced learners of English.
Computer Assisted Language Learning,
35(1–2), 190–216.
https://doi.org/10.1080/09588221.2019.1677722
Lee, Y.-J., & Roger, P. (2023). Cross-platform language learning: A spatial perspective on narratives of language learning across digital platforms.
System,
118, Article 103145.
https://doi.org/10.1016/j.system.2023.103145
Li, K., Peterson, M., & Wang, Q. (2024). Out-of-school language learning through digital gaming: A case study from an activity theory perspective.
Computer Assisted Language Learning,
37(5–6), 1019–1047.
https://doi.org/10.1080/09588221.2022.2067181
Newgarden, K., & Zheng, D. (2016). Recurrent languaging activities in World of Warcraft: Skilled linguistic action meets the Common European Framework of Reference.
ReCALL,
28(3), 274–304.
https://doi.org/10.1017/S0958344016000112
Patton, M. Q. (2015).
Qualitative research & evaluation methods. Sage Publications.
Reinhardt, J. (2019). Social media in second and foreign language teaching and learning: Blogs, wikis, and social networking.
Language Teaching,
52(1), 1–39.
https://doi.org/10.1017/S0261444818000356
Reinhardt, J., & Thorne, S. L. (2020). Digital games as language-learning environments. In J. Plass, R. Mayer, & B. Homer (Eds.),
Handbook of game-based learning (pp. 409–435). MIT Press.
Sauro, S., & Zourou, K. (2019). What are the digital wilds?
Language Learning & Technology,
23(1), 1–7.
https://doi.org/10.64152/10125/44666
Shafirova, L., & Cassany, D. (2019). Bronies learning English in the digital wild.
Language Learning & Technology,
23(1), 127–144.
https://doi.org/10.64152/10125/44676
Shin, D.-H. (2017). The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality.
Telematics and Informatics,
34(8), 1826–1836.
https://doi.org/10.1016/j.tele.2017.05.013
Sundqvist, P. (2019). Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary.
Language Learning & Technology,
23(1), 87–113.
https://doi.org/10.64152/10125/44674
Sundqvist, P., Peters, E., Skar, G. B., & Gyllstad, H. (2025). Study protocol: STarting AGe and Extramural English: Learning English in and outside of school in Norway and Flanders (STAGE).
Forum for Linguistic Studies,
7(8), 793–809.
https://doi.org/10.30564/fls.v7i8.10412
Sykes, J. M., & Dubreil, S. (2019). Pragmatics learning in digital games and virtual environments. In N. Taguchi (Ed.),
The Routledge handbook of second language acquisition and pragmatics (pp. 387–399). Routledge.
Thorne, S. L., Black, R. W., & Sykes, J. M. (2009). Second language use, socialization, and learning in Internet interest communities and online gaming.
The Modern Language Journal,
93(1), 802–821.
https://doi.org/10.1111/j.1540-4781.2009.00974.x
van Lier, L. (2004).
The ecology and semiotics of language learning: A sociocultural perspective. Kluwer Academic Publishers.
van Lier, L. (2010). The ecology of language learning: Practice to theory, theory to practice.
Procedia - Social and Behavioral Sciences,
3, 2–6.
https://doi.org/10.1016/j.sbspro.2010.07.005
Vygotsky, L. S. (1978).
Mind in society: The development of higher psychological processes. Cambridge University Press.
Wu, J. G., Miller, L., & Teng, M. F. (2025). Engagement and incidental L2 vocabulary acquisition in digital gaming: A qualitative perspective of an “in-denial gaming addict” from Hong Kong.
International Journal of Applied Linguistics,
35, 1469–1481.
https://doi.org/10.1111/ijal.12712
Xu, Z., Chen, Z., Eutsler, L., Geng, Z., & Kogut, A. (2020). A scoping review of digital game-based technology on English language learning.
Educational Technology Research and Development,
68(3), 877–904.
https://doi.org/10.1007/s11423-019-09702-2
Yang, T., & Jeaco, S. (2023). Vocabulary building on the move with the prime machine: Evaluation of a cross-platform corpus-based game for English vocabulary learning.
International Journal of TESOL Studies, 5(2), 64-78.
https://doi.org/10.58304/ijts.20230206
Yin, R. K. (2018).
Case study research and applications: Design and methods. SAGE Publications.
Zhai, X., Chu, X., Wang, M., Tsai, C.-C., Liang, J.-C., & Spector, J. M. (2024). A systematic review of stimulated recall (SR) in educational research from 2012 to 2022.
Humanities and Social Sciences Communications,
11, Article 489.
https://doi.org/10.1057/s41599-024-02987-6
Zhang, R., Zou, D., & Cheng, G. (2023). Learner engagement in digital game-based vocabulary learning and its effects on EFL vocabulary development.
System,
119, Article 103173.
https://doi.org/10.1016/j.system.2023.103173
Zhang, Y. (2026). Investing in game-based informal digital learning of English (IDLE): A Chinese-speaking gaming community.
International Journal of Applied Linguistics,
36(2), 1371–1387.
https://doi.org/10.1111/ijal.12848
Zheng, D., Liu, Y., Lambert, A., Lu, A., Tomei, J., & Holden, D. (2019). An ecological community becoming: Language learning as first-order experiencing with place and mobile technologies.
Linguistics and Education,
44, 45–57.
https://doi.org/10.1016/j.linged.2017.10.004