
Second language socialization (SLS) aims to understand “how persons become competent members of social groups and the role of language in this process” (Schieffelin & Ochs, 1986, p. However, one of the gaps in research on language learning in MMOGs is a frequent reliance on cognitivist theories of language learning (e.g., Chapelle, 2003, 2009 Palmer, 2010 Watson-Gegeo, 2004), whereas social environments such as MMOGs need to be explored through a sociocultural approach to language development as well. These games seem to be versatile tools in supporting task engagement, social dynamics, feedback, and collaboration (Peterson, 2016 Squire, 2008 Sykes et al., 2010), with research suggesting that playing MMOGs alongside face-to-face classes supports students’ motivation, vocabulary learning, and acculturation (e.g., Bytheway, 2011 Rankin et al. Massively multiplayer online games (MMOGs see Appendix A for a list of abbreviations), which are played by geographically dispersed users, have been the focus of much language education research in recent years (Shen & Williams, 2010 Squire, 2007 Young, 2009 Zhang et al. Keywords: second language socialization, SLS, computer assisted language learning, CALL, multiplayer online games, MMOG

Therefore, this study offers implications for second language pedagogy and research. Moreover, the results of an in-depth interview conducted with one of the Faction non-native English speakers (NNES) revealed that the affordances of SK were important in the development and improvement of second language skills. The results suggested that the norms of the Faction community, that is, communication, collaboration, skills, support, rules, closeness, trust, status, and shared experiences provided a supportive environment for SLS. To explore the affordances of this community for SLS, the social dynamics in a Faction community during four life-time periods, namely, war, post-war peace and life in exile, end of the world, and immigration to a new world were investigated using three methods: observation, analysis of records (in-game forum exchanges), and interview. This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK).


* * * On the Internet * * * February 2021 - Volume 24, Number 4 Ethical Standards for Authors and Reviewers.
