My Ultimate is Almost Ready

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Presentation transcript:

My Ultimate is Almost Ready My Ultimate is Almost Ready!: Social and Linguistic Interaction of EAL Learners in Overwatch Samantha Kirby Lecturer and Gamer University of Arizona e: samkm@email.arizona.edu w: samantha.games Michelle Vonie PhD Candidate University of Arizona e: vonie@email.arizona.edu

What Is Overwatch? Multiplayer “hero shooter” Division of classes between tank, support, and DPS Contains multiple game modes, such as control point, payload, mystery heroes, etc. Constantly updated and changing modes and characters Requires team play for all modes Team Cohesion Objective Explicit Consider: coding when references are to team vs. a specific player

Why Did We Choose It? Until now, research has focused nearly entirely on RPGs or games with scripted text A game that focuses on player-to-player language rather than game-to-player language Each match is divided into rounds These time-pressured instances require communication (whether it be one- way or two-way) for success Varied modes between high-stakes and low-stakes High-stakes modes offer significant consequences (even out of game) Distinct classes and characters (not just roles)

Research Questions What are the features patterns of EAL learner social and linguistic interaction in a “hero shooter”? How do the game mechanics and dynamics of “hero shooters” create affordances for language learners? How do the language learning affordances compare between lower stakes versus higher stakes game modes?

Methodology

Findings: Teamwork makes the dream work... As we mentioned in the beginning, Overwatch has interesting game phases that lead to important communication. - note: even though this is with our researcher, this is something we see often, especially in higher level cp (not so much in low level cp or qp) - because we only see it in higher level cp, it's indicative that it's necessary for success - we saw over and over a divide between players trying to make others feel good or bad depending on gameplay, but universally the beginnings start like this

Findings: …but how do we get there? - something we want to look into eventually is class role and leadership role

Findings: Strategizing In Game Moment

Findings: Explicit Requests

Findings: Implicit Requests

Information and jargon

Findings: Productive Criticism

Findings: & Not-So Productive Criticism

Findings: Morale Boosts

So What Were We Trying to Answer Again? What are the patterns of EAL learner social and linguistic interaction in a “hero shooter”? Please see previous slides How do the game mechanics and dynamics of “hero shooters” create affordances for language learners? Time pressure and game mode Skill rating incentivizes communication Distinct classes and characters/responsibilities There can only be one of each character per team at a time Negotiation, negotiation, negotiation Negotiation: Comp, indiv character, and strategy

Where to go from here? Different classes may equate to different communicative preferences Or vice versa Gender and class roles Gamer identity and motivation Opportunities for language that doesn’t occur in the classroom Samantha wants to make a corpus of naturally-occurring game discourse across a variety of game genres Sounds awesome, right? Find out more at samantha.games

Q&A and Contact Information Samantha Kirby Lecturer and Gamer University of Arizona e: samkm@email.arizona.edu w: samantha.games Michelle Vonie PhD Candidate University of Arizona e: vonie@email.arizona.edu