3D digital games, virtual worlds, and language learning in higher education: Continuing challenges in Japan
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Abstract
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the use of games and virtual worlds in language learning and report on the results of a recent survey and series of interviews with university language teachers in Japan. Analysis provides insight into the challenges of adopting technology in language teaching and on the types of platforms that may ultimately see wide adoption.
Keywords: Digital games, virtual worlds, technology adoption, Japanese higher education

