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