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Identity through Gaming in the L2 Classroom: Contextualization and Narrative

Abstract

This articles discusses the impact that video games can have on student identification in the L2 classroom through contextualization and narration. It also presents a few examples of various forms of identification through students' creation of avatars in the video game The Sims. The discussion hopes to inspire future studies and discussions on video games and identity in the language classsroom.

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