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potential, learning objectives, and added value to the students need to be contemplated by an inter-
disciplinary team of practitioners, including teachers, educators, administrators, and policy makers.
The real-life learning context need to be finally addressed to transfer some of these practices to the
school curricula as path to upgrade them and enrich students’ learning experiences.
Further studies need to be conducted to align these institutional and personal practices. Our study
has shed some light into the implications of video games on vocabulary development. However, it
has a few limitations. For instance, it was situated within a specific context and solicited data using a
small number of questions. Gaming practices, expectations, values, and conditions at hand may vary
depending on the everyday practices and cultural, historical, and linguistic values (see Thorne, 2003,
2016). Technological advances, students’ expectations and practices change, so it is imperative to
consider these cultural-historical practices and adapt them to meet students’ learning needs.
Moreover, future studies should also include a pool of participants from different cultural and lin-
guistic backgrounds to examine the distinctive cultural, historical, and linguistic constructs that mold
these experiences within each culture. In our study, we included 458 participants. However, the parti-
cipants were native Spanish speakers, so players from other cultural and linguistic backgrounds may
have different perceptions, practices, and values that galvanize their learning experiences.
Finally, future studies should also include a more detailed and extensive set of data and strive for
triangulation of data to enhance the validity and reliability of the results. Our study was based on
self-assessment, which does not always generate objective results because responses could be ba-
sed on intuitions, biases, or false impressions. However, future studies should include the use of
more objective instruments such as achievement tests, interviews, focus groups, and ethnographic
accounts for data triangulation. This step could provide insight into how participants experience the
game and causal attributions could be derived.
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Casado-Orta, J. & Peña-Acuña, B. (2022). Video games lexicon included in Spanish language: a mul-
tiple case study. Linguo Didáctica, 1, 15-35 2023 sept 20 7734-Article Fernando y Stella_SHlast-
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Chen, H. J. H., & Yang T.Y.C. (2013). The Impact of Adventure Video Games on Foreign Language
Learning and the Perceptions of Learners. Interactive learning environments, 21 (2).
Coyle, D. (2011). Post-Method Pedagogies: Using a Second or Other Language as a Learning Tool in
CLIL Settings. Eds. Y. Ruiz de Zarobe, J. M. Sierra, and F. Gallardo del Puerto. Content and Foreign
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Cummings, Hope M., & Vandewater, E. A. (2007), Relation of Adolescent Video Game Play to Time
Spent in Other Activities. Archives of Pediatrics & Adolescent Medicine, 161 (7), 684-9.
DeHaan, J.W., Reed, W.M., & Kuwada K. (2010). Effect of Interactivity with a Music Video Game on
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7. References