Evidence map›Paper›PMID 42220352›Full record

ArticleFrontiers in psychology2026

Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety.

Serdar Akbulut, Bilal Şimşek, Bekir Direkci, Betül Koparan, Mevlüt Gülmez, Emine Ela Şimşek, Gökhan Kayır

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Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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2 · The registry

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4 · The record

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5 · Who and what money

Authors and funding

7 authors.

Serdar AkbulutDepartment of Turkish Language Education, Faculty of Education, Manisa Celal Bayar University, Manisa, Türkiye.
Bilal ŞimşekDepartment of Turkish Language Education, Faculty of Education, Akdeniz University, Antalya, Türkiye.
Bekir DirekciDepartment of Turkish Language Education, Faculty of Education, Akdeniz University, Antalya, Türkiye.
Betül KoparanDepartment of Turkish Language Education, Faculty of Education, Akdeniz University, Antalya, Türkiye.
Mevlüt GülmezDepartment of Turkish Language Education, Faculty of Education, Akdeniz University, Antalya, Türkiye.
Emine Ela ŞimşekDepartment of Early Childhood Education, Faculty of Education, Akdeniz University, Antalya, Türkiye.
Gökhan KayırDepartment of Measurement and Evaluation, Faculty of Education, Manisa Celal Bayar University, Manisa, Türkiye.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: This study examined the effect of digital games on incidental second language (L2) vocabulary learning and identified the factors predicting incidental word learning through digital gameplay. Methods: Data were collected in two stages. In the first stage, 1,204 middle school students participated, including 603 students who played digital games and 601 who did not. An achievement test consisting of vocabulary items that could be incidentally learned from a digital game was administered. In the second stage, analyses focused only on the 603 students who played digital games. Their vocabulary knowledge, L2 learning motivation, anxiety levels, and digital game playing duration were examined. Results: The results indicated that students who played digital games performed significantly better than those who did not. Correlation analyses revealed a moderate positive relationship between vocabulary test scores and gaming duration, as well as a positive relationship between vocabulary knowledge and motivation. In contrast, vocabulary test scores were negatively correlated with anxiety. Hierarchical regression analysis showed that digital game playing time was the strongest predictor of incidental vocabulary learning. In the final model, which included gaming duration, motivation, and anxiety, the explained variance reached 29.8%. Discussion: Overall, the findings suggest that digital games may be associated with incidental L2 vocabulary learning and may provide environments where such learning can occur. In addition to exposure frequency, affective factors such as motivation and anxiety play a significant role in this process. Therefore, the study underscores the importance of incorporating psychological variables when designing and implementing digital game-based language learning environments.

Indexed as

anxietydigital gamesincidental vocabulary learningL2 motivationlanguage learning

Identifiers

PMID42220352
PMCPMC13216514

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.