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Digital games and gaming in language learning and teaching

Published online by Cambridge University Press:  09 March 2026

Jonathon Reinhardt*
Affiliation:
Department of English, University of Arizona, Tucson, Arizona, USA
Lincoln Bain IV
Affiliation:
Department of English, University of Arizona, Tucson, Arizona, USA
*
Corresponding author: Jonathon Reinhardt; Email: jonrein@arizona.edu
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Abstract

As digital or video gaming has grown in popularity around the globe in the last few decades, attention to its potential as a means to learn L2s (second, foreign, or additional languages) has grown, as evidenced by an increase in academic journal-based treatment of research in DGBELLT (digital game-based and enhanced second/foreign language learning and teaching), alongside monographs and edited volumes. To identify common findings and research trends, we conducted a review of recent research and scholarship in the young field published between January 2021 and December 2024 inclusive in major academic journals and edited volumes. We ultimately selected 76 pieces for the review, categorizing them into five types or foci: reviews and meta-analyses, studies of game-enhanced L2 learning and L2 gaming, game-enhanced pedagogy, L2 learning game design and development, and teacher education. After synthesizing the pieces in each category, we offer concise take-aways and discussion, implicating gaps, needs, and future directions.

Information

Type
Review of Recent Scholarship
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press.
Figure 0

Table 1. Reviews, syntheses, and analyses of DGBELLT (2021–2024)