ELT STUDENTS’ PERSPECTIVES ON THE IMPACT OF ONLINE ROLE – PLAYING GAMES IN ENGLISH LANGUAGE ACQUISITION
DOI:
https://doi.org/10.47255/qxr24c72Abstract
Online RPGs are games that establish a highly detailed world where players can immerse themselves to become any character they have dreamed of. For the past three years, Online RPGs have been used creatively by students as a learning medium beyond conventional classroom learning because this approach makes the learning process much more bearable and enjoyable, and doesn’t make students bored easily. The purpose of this study is to examine ELT students’ perspectives on online RPGs in English language acquisition. The study was conducted at Universitas Tanjungpura, specifically in the English Education Department. The study employs a qualitative survey that combines open–ended and closed–ended questions to gather detailed responses from respondents. The participants consisted of 15 sixth-semester students who were active online RPG players. The findings showed that online RPGs offer many benefits for language acquisition. One of the profound aspects was their enhanced reading comprehension. However, an internal issue, such as a student’s confidence, and an external issue, such as a toxic player, could interfere with their language acquisition. In conclusion, ELT students have a positive attitude toward online RPGs in English language acquisition.
References
Arias Valencia M. M. (2022). Principles, Scope, and Limitations of Methodological Triangulation. Investigacion y educación en enfermeria, 40(2), e03. https://doi.org/10.17533/udea.iee.v40n2e03
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts. International Journal of Technology in Education, 4(3), 542-552. https://doi.org/10.46328/ijte.169
Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144. http://doi.org/10.31695/IJASRE.2018.33016
Bora, H. T., & Altun, S. A. (2025). Analysing ‘Qualitative Survey ’ Research in the Field of Education With Bibliometric Methods. Turkish Journal of Education, 14(2), 193-212. https://doi.org/10.19128/turje.1583238
Batterton, K. A., & Hale, K. N. (2017). The Likert Scale What It Is and How To Use It. Phalanx, 50(2), 32–39. http://www.jstor.org/stable/26296382
Chen, S., Tang, M., & Zheng, M. (2021, October). Incidental Acquisition and Intentional Learning in Second Language Acquisition. In 2021 International Conference on Public Relations and Social Sciences (ICPRSS 2021) (pp. 475-483). 10.2991/assehr.k.211020.202
Devereaux, T. (2023). The Erasure of Asian Gamers: The Gaming Industry as a Racialized Social Structure. Sociation, 22(1), 1-12.
Dang, T. N. Y., Lu, C., & Webb, S. (2022). Incidental learning of single words and collocations through viewing an academic lecture. Studies in Second Language Acquisition, 44(3), 708-736. https://doi.org/10.1017/S0272263121000474
Garcia Reyes, A. M. (2024). GAMES PLAYERS PLAY. Understanding the intrinsic motivation for a positive game engagement.
Krashen,S. D.(1981). Second Language Acquisition and Second Language Learning. Oxford: Pergamon Press. (40-49)
Kholodniak, O. (2025). MMORPG Gamification as an Innovative Method of Teaching English in Higher Education. Journal of Cultural Analysis and Social Change, 620-630.
Lin, C.-Y., & Guo, Y.-H. (2021). Enhancing EFL Adolescents Learners’ Vocabulary Acquisition Via Online Single Player Role-Play Games. Language Literacy: Journal of Linguistics, Literature, and Language Teaching, 5(1), 10–22. https://doi.org/10.30743/ll.v5i1.3506
Miftahuddin, D., & Malihah, N. (2022). Massive multiplayer online role-playing games to enrich vocabulary to foreign language learners: The implementation. Journal of English Teaching and Learning Issues, 5(2), 81. DOI: 10.21043/jetli.v5i2.17090
Ng, L. H. X., Lim, A. X. W., & Yoder, M. M. (2025). Modes of toxic behavior and game design considerations in online multiplayer games. First Monday. https://doi.org/10.5210/fm.v30i6.13851
Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177.
Papayanis, A. (2023). In the new year, don't be a people pleaser. Globe & Mail (Toronto, Canada), O4-O4.
Prandi, C., Valva, A., Salomoni, P., Roccetti, M., & Mirri, S. (2023). Incidental language and culture learning through mobile technologies: a multi-case study. Multimedia Tools and Applications, 82(29), 46039-46063.
Raghbir, R. S. S., Luan, N. L., & Yi, C. S. (2025). Collaborative Discussion during MMORPG: How Game Features and Incidental Vocabulary Learning Influence ESL Learners’ Language Learning. International Journal of Learning, Teaching and Educational Research, 24(6), 971-992. https://doi.org/10.26803/ijlter.24.6.44
Salsabil, M., Drajati, N. A., & Haryati, S. (2023). The Effect of Massively Multiplayer Online Role-Playing Games (MMORPG) Vocabulary on Students’ Willingness to Communicate: A Narrative Inquiry. Pedagogy: Journal of English Language Teaching, 11(2), 217-229. https://doi.org/10.32332/joelt.v11i2.7742
Sonita, T., Nurlaily, N., & Priambada, H. R. (2024). STUDENTS’PERCEPTIONS ON THE USE OF ONLINE ROLE-PLAYING GAMES TO ENHANCE THEIR VOCABULARY KNOWLEDGE. PROJECT (Professional Journal of English Education), 7(1), 73-89.
Sun, S., Nan, D., Che, S., & Kim, J. H. (2024). Investigating the knowledge structure of research on massively multiplayer online role-playing games: A bibliometric analysis. Data and Information Management, 8(1), 100024. https://doi.org/10.1016/j.dim.2022.100024
Saville-Troike, M., & Barto, K. (2017). Introducing second language acquisition. Cambridge University Press.
Thomas, F. B. (2022). The role of purposive sampling technique as a tool for informal choices in a social Sciences in research methods. Just Agriculture, 2(5), 1-8.
Tanesini, A. (2018). Intellectual servility and timidity. Journal of Philosophical Research, 43, 21-41.
Taub, M., Mudrick, N. V., Azevedo, R., Millar, G. C., Rowe, J., & Lester, J. (2017). Using multi-channel data with multi-level modelling to assess in-game performance during gameplay with Crystal Island. Computers in Human Behavior, 76, 641-655.
Mathieu, C. S., Marcos Miguel, N., & Jakonen, T. (2021). Introduction: Classroom discourse at the intersection of language education and materiality. Classroom Discourse, 12(1-2), 1-14. https://doi.org/10.1080/19463014.2020.1870151
Zhang, Y., Song, H., Liu, X., Tang, D., Chen, Y. E., & Zhang, X. (2017). Language learning enhanced by massive multiple online role-playing games (MMORPGs) and the underlying behavioral and neural mechanisms. Frontiers in Human Neuroscience, 11, 95.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Rama Pringgadani Rama Pringgadani (Author)

This work is licensed under a Creative Commons Attribution 4.0 International License.