Online games and vocabulary acquisition
Does it correlate?
DOI:
https://doi.org/10.33830/ijrse.v8i1-1.15169Keywords:
Vocabulary aquisition, vocabulary, online games, ESL learners, Incidental language learningAbstract
In recent times, it has become common to encounter children and students exhibiting strong English proficiency. One potential factor behind this trend is the extensive exposure the students have to online games. Online game has been a popular form of entertainment as many people view online game as an interesting way to fill their free time and some perceive it as form of socialisation and communication with others. Playing online game is an activity that has become prominent in children and adolescents’ spare time which contributes to a phenomenon where they incidentally learn English language. The aim of this research was to explore the relationship between online games and the acquisition of English vocabulary. A total of 221 respondents from a public university participated in a questionnaire that encompassed various questions, including a brief essay on the topic at hand. The essays were analysed using VocabProfiler in VocabKitchen which is based on CEFR level to determine the level of vocabulary used by the respondents. The findings demonstrated a significant influence of online games on vocabulary acquisition. Consequently, it can be asserted that online games offer a beneficial and motivating platform for students to enhance their second language skills, particularly in the realm of vocabulary improvement.
References
Alfitri, N., Arifmiboy, A. & Dewi, M. P. (2021). The Students’ Vocabulary Acquisition Addicted To Playing Online Games. ELP (Journal of English Language Pedagogy). 6. 33-44. 10.36665/elp.v6i1.374.
Ani, S. C., Ghazali, N. H. M., Ali, M. S., Shin, K. Y., Subramaniam, M., & Shafii, N. A. (2023). The Effects of Online Games on Student’s Academic Performance. International Journal of Academic Research in Business & Social Sciences, 13(7), 1703 – 1717.
Ashrafa H., Motlaghb, F. G., Salamic, M. (2014). The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners. International Conference on Current Trends in ELT. Procedia – Social and Behavioral Sciences 98, 286 – 291
Cabraja, A. (2016). The effects of video games on the receptive vocabulary proficiency of Swedish ESL students
Celce-Murcia, M. (2001) Teaching English as a Second or foreign Language. 3rd Edition, Heinle & Heinle Publisher, Boston.
Dance, J. (2022). English as an International Language. Oxford University Press ELT. Retrieved on March 4, 2023 from ‘https://learningenglishwithoxford.com/2022/04/20/english-as-an-international-language/
Derakhshan, A., & Khatir, E. D. (2015). The Effects of Using Games on English Vocabulary Learning. Journal of Applied Linguistics and Language Research, 2, 39-47.
Ellis, N. C. (1997). Vocabulary acquisition: Word structure, collocation, grammar, and meaning. In M. McCarthy & N. Schmidt (Eds.) (1997), Vocabulary: description, acquisition and pedagogy (pp. 122-139). Cambridge: Cambridge University Press.
Ghanbaran, S., &Ketabi, S. (2014). Multimedia Games and Vocabulary Learning. Theory and Practice in Language Studies, 4, 489-496.
Hatch, Evelyn & Brown, Cheryl. (1995). Vocabulary, Semantics, and Language Education.
Hirschmann, R. (2020). Share of online gamers in Malaysia in 2020, by age group. Retrieved August 26, 2021, from https://www.statista.com/statistics/1117575/malaysia-age-breakdown-of-online-gamers/
Hsu, S. H., Wen, M. H., & Wu, M. C. 2009. Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53 (3), 990-999
Latif, R. A., Aziz, N. A. & Jalil, M. T. A. (2017). Impact of online games among undergraduate students in Zulikha, J. & N. H. Zakaria (Eds.), Proceedings of the 6th International Conference on Computing & Informatics (pp 523-532). Sintok: School of Computing.
Liu, Y., Chen, Y., Liu, Z., & Chen, N. (2020). A review of virtual reality and augmented reality in education. Journal of Educational Technology Development and Exchange, 13(1), 1-12
Majeed, A., Alqohfa, K. & Al-Shameri, N. (2023). The Impact of Online Games Motivation In Learning English Vocabulary Using Online Multiplayer Games. 05. 4878-4882.
Marlina, R. & Xu, Z. (2018). English as a Lingua Franca en Liontas JI (Ed.), TESOL Encyclopaedia of English Language Teaching: Teaching English as An International Language (1ra ed., pp.1–13). John Wiley & Sons, Inc. https://dx.doi.org/10.1002/9781118784235.eelt0667
Muhaimin, M., Aziz, N. & Ariffin, M. (2018). Problematic of massively multiplayer online game addiction in Malaysia. In International Conference of Reliable Information and Communication Technology, pp. 749-760, Springer, 2018.
Nation, I.S.P. (1990) Teaching and Learning Vocabulary. Newbury House, New York
Nejati, E., Jahangiri, A., & Salehi, M. R. (2018). The Effect of Using Computer-Assisted Language Learning (CALL) on Iranian EFL Learners’ Vocabulary Learning: An Experimental Study. Cypriot Journal of Educational Science, 13, 351-362. https://doi.org/10.18844/cjes.v13i2.752
Pintado-Peñaloza, Katy & Fajardo-Dack, Tammy. (2022). Teaching English vocabulary to students through online games. Revista Arbitrada Interdisciplinaria Koinonía. 7. 4. 10.35381/r.k.v7i1.1676.
Prihandini, A., Sudana, D., & Kurniawan, E. (2021). Online Games to Improve English Vocabulary Awareness in Daily Speech. In Proceedings of the Fifth International Conference on Language, Literature, Culture, and Education (ICOLLITE 2021). Atlantis Press, 595, 136-142. https://doi.org/10.2991/assehr.k.211119.022
Reis-Andersson, J. (2023). School organisers’ expression on the expansion of the access and application of digital technologies in educational systems. International Journal of Information and Learning Technology, 40(1), 73-83. doi:10.1108/IJILT-03-2022-0070
Sanjaya, K., Chandra, R. & Jose, J. (2023). Revolution: An Analysis Of Current Trends, Issues, And Future Prospects. Russian Law Journal. XI(1), 18-29.
Siregar, Tantawi Zauhari. (2021) Impact of In-game Communication to Students Communicative Competence in USU’S Computer Science. Medan.
Sundqvist, P. (2011). A possible path to progress: out-of-school English language learners in Sweden. In: Benson, P. And Reinders, H.(eds.), Beyond the language classroom. Basingstoke: Palgrave, Macmillan, 106-118.
Tram, N. N., Huyen, N. T. L., Vy, N. N. B. & Huong, P. D. T. (2023). HUFI’s English-majored Students’ Perceptions of the Effectiveness of Online Educational Games on Vocabulary Learning. 152-161. 10.21467/proceedings.150.18.
Vásquez, C. G., & Ovalle, J. C. (2019). The Influence of Video Games on Vocabulary Acquisition in a Group of Students from the BA in English Teaching. GIST Education and Learning Research Journal, 19, 172–192.
Wu, X. (2012). Vocabulary Learning in a Second Language. In: Seel, N.M. (eds) Encyclopedia of the Sciences of Learning. Springer, Boston, MA. https://doi.org/10.1007/978-1-4419-1428-6_943
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nurul Nadwa Ahmad Zaidi, Muhd Syahir Abdul Rani, Wan Nurul Fatihah Wan Ismail

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Content Licensing, Copyright, and Permissions
1. License
International Journal of Research in STEM Education has CC-BY NC or an equivalent license as the optimal license for the publication, distribution, use, and reuse of scholarly work for non-commercial purposes. The non-commercial use of the article will be governed by the Creative Commons Attribution license as currently displayed on Creative Commons Attribution-NonCommercial 4.0 International License.
Creative Commons License
2. Author’s Warranties
The author warrants that the article is original, written by the stated author(s), has not been published before, contains no unlawful statements, does not infringe the rights of others, is subject to copyright that is vested exclusively in the author and free of any third party rights, and that any necessary written permissions to quote from other sources have been obtained by the author(s).
3. User Rights
The International Journal of Research in STEM Education's objective is to disseminate articles published as free as possible. Under the Creative Commons license, this journal permits users to copy, distribute, display, and perform the work for non-commercial purposes only. Users will also need to attribute authors and this journal on distributing works in the journal.
4. Rights of Authors
Authors retain the following rights:
Copyright, and proprietary rights relating to the article, such as patent rights,
The right to use the substance of the article in future own works, including lectures and books, The right to reproduce the article for own purposes, The right to self-archive the article, the right to enter into separate, additional contractual arrangements for the non-exclusive distribution of the article's published version (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal (International Journal of Research in STEM Education).
The author has a non-exclusive publishing contract with a publisher, and the work is published with a more restrictive license, the author retains all the rights to publish the work elsewhere, including commercially, because she/he is not subject to the conditions of her / his own license, regardless of the type of CC license chosen.
5. Co-Authorship
If the article was jointly prepared by other authors, the signatory of this form warrants that he/she has been authorized by all co-authors to sign this agreement on their behalf and agrees to inform his/her co-authors of the terms of this agreement.
6. Termination
This agreement can be terminated by the author or International Journal of Research in STEM Education at two months' notice where the other party has materially breached this agreement and failed to remedy such breach within a month of being given the terminating party's notice requesting such breach to be remedied. No breach or violation of this agreement will cause this agreement or any license granted in it to terminate automatically or affect the definition of the International Journal of Research in STEM Education.
7. Royalties
This agreement entitles the author to no royalties or other fees. To such extent as legally permissible, the author waives his or her right to collect royalties relative to the article in respect of any use of the article by This agreement can be terminated by the author or International Journal of Research in STEM Education upon two months's notice where the other party has materially breached this agreement and failed to remedy such breach within a month of being given the terminating party's notice requesting such breach to be remedied. No breach or violation of this agreement will cause this agreement or any license granted in it to terminate automatically or affect the definition of the International Journal of Research in STEM Education or its sublicensee.
8. Miscellaneous
International Journal of Research in STEM Education‚ will publish the article (or have it published) in the journal if the article's editorial process is successfully completed and the International Journal of Research in STEM Education or its sublicensee has become obligated to have the article published. International Journal of Research in STEM Education may conform the article to a style of punctuation, spelling, capitalization, referencing, and usage that it deems appropriate. The author acknowledges that the article may be published so that it will be publicly accessible, and such access will be free of charge for the readers.