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The potential of narrative-driven computer games in english language learning: the case of gta: san andreas

Abstract

This article explores the potential of narrative-driven computer games as an effective informal tool for learning English as a foreign language. The relevance of this topic has increased significantly in recent years due to rapid technological development and the growing role of digital entertainment in students’ everyday lives. Modern learners are constantly exposed to English through various media, yet computer games occupy a special place because of their interactive nature, emotional engagement, and extended duration of use. The article emphasizes that learning English through computer games differs fundamentally from traditional classroom-based instruction. This approach does not require students to force themselves to study, as language acquisition occurs naturally while engaging in an enjoyable activity. As a result, learners can devote substantially more time to English without experiencing fatigue or loss of motivation. Based on teaching experience, it is argued that students who frequently play English-language computer games often demonstrate higher levels of speaking fluency, listening comprehension, and lexical competence than those who do not engage in such activities. Special attention is given to the importance of selecting appropriate games for educational purposes. The article argues that not all computer games are equally beneficial for language learning and highlights the necessity of narrative richness, extensive dialogues, cutscenes, and character-driven interactions. In this context, Grand Theft Auto: San Andreas is analyzed as a vivid example of a game that offers a linguistically rich environment. Its complex storyline, large number of dialogues, memorable characters, and authentic spoken language make it comparable to a long-running television series, allowing learners to immerse themselves in English for prolonged periods. The article also discusses potential disadvantages of using this game for educational purposes, such as the presence of slang, profanity, and vulgar language. However, it is argued that controlled exposure to such language contributes to the development of pragmatic competence and prepares learners for real-life communication. The conclusions are based on the author’s personal experience as an English teacher and learner, as well as on contemporary research in digital game-based language learning. The study supports the idea that integrating students’ interests into the learning process can significantly enhance the effectiveness and sustainability of English language acquisition.

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Keywords

English language learning, computer games, narrative-driven games, digital game-based learning, informal learning, motivation, GTA: San Andreas

Citation

Gusak L., Malenitskyi D. The potential of narrative-driven computer games in english language learning: the case of gta: san andreas. Вісник науки та освіти. Серія: Філологія, Серія: Педагогіка, Серія: Соціологія, Серія: Культура і мистецтво, Серія: Історія та археологія. 2026. № 1 (43). С. 1334-1345.

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