1. Title No idea yet; perhaps something including "real fun is real learning". I will get it later on 2. Background Communication nowadays is mediated by virtual channels, which has made possible new forms of learning and interaction. This fact, in turn, has created new spaces for the development of identity, and for the connection of personal references with new social tendencies. Of particular importance is the rise of internet and video gaming as dominant forms of interaction among teenagers and young people. Through these channels, individuals are able to exchange different kinds of resources while hanging out in a familiar context, generating an ideal space for the practice of a second language. In internet, reading and learning becomes a byproduct of working collaboratively toward common tasks and goals in a socially relevant manner, and transcends in this way the use of second language learning just as a curricular obligation. Learning through virtual tools is becoming appealing to teachers and educational planners, constantly finding themselves striving to present their students with tasks that are both engaging and meaningfully educational. As such, technology-enhanced learning becomes a valuable asset towards improving the practice of a second language, or working within a specific domain, in countries like Colombia, in which contact with foreign cultures and languages is not frequent. Interestingly enough, parallel research could be established between Finland and Colombia to observe how cultural practices may differ when mediated by a second language in a bilingual context, and in what way are the vernacular shifted to suit the needs of online interaction. I have done previous work using video games as a means to support classroom-based physics teaching, observing the relationships that exist between types of interaction employed by students and their performance in open-ended evaluations. I am deeply interested in merging the benefits of using a digital platform with the potential of collaborative learning in the development of a second language among virtual communities with diverse cultural backgrounds. As such, I am interested in the existing relationship between bilingualism, multiculturalism and video games. I would like to research the use of video games to build multicultural communities for supporting a second language learning. An initial approach toward researching about said topic would involve using easily accessible video games, to create communities in which bilingual interaction is possible. Corredor & Gaydos (in press) studied how the situated nature of gaming contributes to the development of second language proficiency in non-bilingual contexts. The authors observed the incidence of the English language in common interaction between gamers, and set the potential of MMORPG´s as a teaching tool in multicultural contexts. (more previous research pertaining to the topic here briefly) 3. Theoretical framework (I am centering myself initially in video games and education literature, and then move further into a characterization of psychological cognitive processes in learning, and psychosocial processes in second language acquisition and interaction. More to come). Video game usage as a means to facilitate learning has increased in the past few decades, together with an augment in research that backs its potential as a valid and meaningful teaching tool. Contemporary schooling finds itself in the need of presenting pedagogical alternatives with an increasing level of variability as a response to the wide offer of virtual resources learners count with currently. These resources allow learner efforts to be refocused from a mainly textbased theoretical approach, toward a systematized study as a complement to traditional text- based learning, where learner specific potential is exploited in pursuit of practical task realization. Said tasks work as an educational base for concepts that are facilitated when presented in a concrete and intuitive fashion. Evolution of educational video game categories The use of video games in the educational context is not a new issue. Its evolution begins with edutainment, which provides a way to develop applications and electronic games which are attractive to the learner, in such a way that academic achievements can be reached (Okan, 2003). Edutainment refers to those games developed mainly during the decade of the 80´s whose aim is to entertain, although educational components are contemplated (e.g. finding the suspect of a crime based on evidence). Albeit an original proposal at its time, edutainment is the focus of ample critique regarding, among others, its negative conception of learning as a process that provides entertaining as a reward if the student is willing to "suffer from some education" (Resnick, 2004). Edutainment evolves to serious games, a category that presents digital games used with different purposes to simply entertain (Susi, Johannesson, & Backlund, 2007). Serious games introduces the possibility of experimenting with impossible situations in real life as a benefit (due to safety issues, cost, time, etc.), as well as a positive impact on the development of diverse abilities in players. Serious games contemplate platforms designed with educational objectives specifically, being focused on specific contents. Said genre showed less strength in its offer of a constant and motivating digital experience, although it was more powerful than edutainment in terms of teaching. Finally, smart gaming introduces the possibility of modifying the environment players are immersed into in such a way that abilities that can be extracted to the real academic context can be put in practice (Young, 2010). In smart gaming, typically negative factors in video games related to content are left aside (e.g. explicit violence), and learning and drilling are emphasized in a language that can be easily handled by both teacher and player. Smart gaming aims at current tendencies in digital education that contemplate video games as powerful educational tools when located within adequate instructional conditions and supported with other type if pedagogical intervention. Use of video games as alternative teaching tools New technologies offer a wide array of advantages in learning. Some of them are introduced here. First, they allow an immersion in a new world at such a level that it introduces a new form of interaction (Steinkuehler, 2006). Reaching such an immersion in a learning context as provided by video games is an advance in terms of teachers´ classically evasive goal: achieving a level of engagement such that it feels familiar and interest toward the content and practice are spurred. This way, utilizing a video game that allows the player an unprecedented control, and allows the player the option of moving freely and taking decisions that challenge the player´s capacities, enables the player to face problems from different perspectives and feel the need of solving them using advanced processing strategies (Griffiths, 2002). On the other hand, video games enable teaching processes to be focused on specific abilities related to concrete areas of performance (e.g. mathematics, vocabulary) in specific age intervals (Jaipal & Figg, 2009). Some of the abilities facilitated by an educational video game practice are spatial visualization, reaction time to stimuli, and viso-motor coordination (Griffiths, 2002). Meaningful advances can be reached by introducing the student in specific practice contexts in regards to information seeking and processing, and swift decision taking - in a way that transcends the possibilities of achieving it within the traditional classroom (Steinkuehler & Williams, 2009). Additionally, video games allow a development in abilities such as real-time problem solving with an employment of failure in a safe context as a feedback tool, and in language skills derived from the need of discussing and sharing information, give and follow instructions, answer queries, etc. (Griffiths, 2002). Video games result profoundly useful by presenting the student feedback such that it enables him to be aware not only his mistakes, but also of his potential. James Paul Gee introduces the digital game based learning (DGBL) highlighting its benefit in presenting a myriad of possibilities associated to learning and potential development in the player, by means of presenting varied levels of demand according to performance (Gee, 2005b). Players acquire the power to define the final stages of the problem in games that present open-ended tasks. They present a new way to evaluate learning, traditionally done within the classroom with close-ended tasks that lead to a single result (or truth). This difference allows an impact on students with different learning styles, and may be a potentially useful tool for school use (Pretz, Naples, & Sternberg, 2003). Additionally, open-ended tasks enable the development of synthesis skills and exploration for situations of students in which employing closed-ended tasks (e.g. multiple choice) applied in traditional school systems does not result effective for learning. In parallel to this, learning centered in an open narrative in some video games enables the possibility of developing identity in the player at multiple levels. The player is introduced into the virtual world the game presents, and must learn how to move freely within it and adapt to its rules to be able to grasp its logic fully it and be accepted by other players. Thus, the experience of being within the culture is modified for the player (Steinkuehler, 2006). Through situated learning, a deep immersion into the game can be exploited (Gee, 2005a), enabling doing and creating (in opposition to teaching through abstract representations). The video game achieves making the environment in which the player is introduced to be as real as possible, thus mediating between scientific and mental models. A greater compromise with the task is thus achieved (without causing an excessively high pressure on the player, which facilitates learning). Additionally, the fact of knowing that their own acts entail an impact on the virtual world contributes to build agency in the person (Gee, 2003). Squire (2002) states that video games function as possible spaces for exploring, inhabiting and dominating experience trajectories that form the base of new abilities, ideas, and identities. Thus, employing the video game can not only be directed toward reinforcing classroom learning, but also toward empowering the development of students in external contexts both informal and collaborative. Success in this in-depth immersion is related to the fact that the virtual world, and particularly that games with a massive player participation (MMOG), have become gradually fundamental spaces of everyday interaction.. The concept of third place (Steinkuehler & Williams, 2006) justifies the role of the video game in social life of teenagers in contemporary society. The authors state that the virtual third place is a space that enables tension-free interaction in neutral ground, which is acquiring a more relevant role in contemporary societies than "third places" in the real world. Participation in games as third places becomes fundamental for defining individual identity (Steinkuehler & Williams, 2006). For this same reason, students begin to outline their disciplinary interests by developing hints of possible professional selves that will define the student´s future paths (Beier, Miller, & Wang, 2012). Thus, early exposition in boys and girls to video games with positive roles toward critical areas of scientific development (such as mathematics) and social development (such as language) acquires importance. Pedagogical concepts underlying video games and learning The following pedagogical and psychological concepts underlie learning within video game contexts. As mentioned earlier, video games have a positive effect in the learning process in that they possess certain characteristics that allow students not only to experience a space where they count with an unprecedented freedom in academic practice, but also to allow them to develop in contact with an environment with an increasing importance in human interaction. (in here Im gonna introduce SRL applied to digital learning, collaborative learning, some psycho development perspectives on learning, and more). 4. Aim and objectives - Observing how different types of interaction employed within online gaming contexts (e.g. MMORPG´s, discussion boards, forums) generate a sense of community mediated by multicultural variables. Assessing how characteristics of online video games assist language acquisition. Like game complexity (difficulty of obstacles presented, character development) and fun as predictors of broader language learning? Humorous content correlates with language learning? P2P interaction with native speakers vs interaction with foreign speakers. Accomplishment and teamwork as predictors of language learning? Emotionally loaded games as predictors of language learning (and other content-wise like violent, educational, real-time strategy)? Engagement? - Determining benefits and risks of learning a second language in bilingual communities producing non-standard language practices (e.g. code-switching, abbreviated language), and observing the incidence of gaming in said practices. - Observing emergent social and intellectual activities undergone commonly in the midst of an online gaming context (e.g. collaborative problem-solving, literacy practices, identity construction, situated meaning). Potentially ethnographic. Nice! - Strengthening the conception of diverse learning environments as more open and culturally sensitive. 5. Research methods Data recollection could be conducted via observant participation, online interviews and selfreports, and online questionnaires evaluated mainly qualitatively using both codification of interactions and interpretation of explicit learning outcomes to determine the advantages and challenges of participating in gaming contexts when trying to develop second language mediamediated literacy. Likewise, game forums and other contexts of player interaction will be followed according to set standards for data collection. (still dont have the full scope of it, as it will probably be mostly qualitative. I know I want to delve deep into interactions and selfreports of fun, etc.) Participants will be X people for which English is not their mother tongue who have played or are currently playing one of the games to be analyzed. (Perhaps determine an age interval? Educational level? Gender?) 6. Timetable (No idea initially. Since all the data is going to be gathered online, there is no limitation as to when can it be done. I will develop a tentative theoretical framework first in probably 2 to 3 months, and then start with data collection. Hopefully by September data will be ready, and analysis will begin. I expect to finish the thesis by December 2015 in its initial phase, and then proceed to polish it.) 7. Expected results and possible risks Results from the present study will further broaden perspectives on the effectiveness of using video games and other digital social media as a crucial means to strengthen second language acquisition, while providing insights on the appearance and treatment of non-standard language practices in video game contexts. This way, effort can be placed in designing educational serious video game content in such a way that language development potential is maximized while keeping the platform attractive enough for players to have legitimate fun in its practice. Likewise, an evolution of contemporary language practices can be observed and attributed to interaction types within video game contexts. (more to come; the possibilities are broad) 8. Ethical issues As participants will probably (and preferably) be over 18, there will be no need for informed consents. Nonetheless, if there are underage participants, informed consents will be provided to caretakers online, as all the data will be gathered in online contexts. Also, potential participants will be informed of the research purpose of the present study and of their participation, and data anonymity will be recorded in the presentation prior to interview and questionnaire filling. (more on this also later, when I realize more potential implications to the research) References Beier, M., Miller, L., & Wang, S. (2012). Science games and the development of scientific possible selves. Cultural Studies of Science Education. 7(4), 963-978. Corredor, J., Gaydos, M. (In press). Language games: How gaming communities shape secondlanguage literacy. In H. Gerber & S. Abrams (Eds) (2014). Bridging literacies with videogames. Sense Publishers. Gee, J. P. (2003). What Video Games Have to Teach us About Learning and Literacy. New Your, NY: Palgrave Macmillan. Gee, J. P. (2005a). Good Video Games and Good Learning. Madison, WI: University of Wisconsin-Madison. Gee, J. P. (2005b). Learning by design: Good video games as learning machines. eLearning, 2(1), 5-16. Griffiths, M. (2002). The Educational Benefits of Videogames. Education and Health, 20(3). Jaipal, K., & Figg, C. (2009). Using video games in science instruction: Pedagogical, social, and concept-related aspects. Canadian Journal of Science, Mathematics and Technology Education, 9(2), 117-134. Okan, Z. (2003). Edutainment: is learning at risk? British Journal of Educational Technology, 34(3), 255-264 Pretz, J. E., Naples, A. J., & Sternberg, R. J. (2003). Recognizing, defining, and representing problems. In J. E. Davidson & R. J. Sternberg (Eds.). The Psychology of Problem Solving. Cambridge: Cambridge University Press. Resnick, M. (2004). Edutainment? No thanks. I prefer cheerful learning. Associazione Civita Report on Edutainment. Squire, K. (2002). Video games and education: Designing learning systems for an interactive age. Running head: Video Games in Education. Steinkuehler, C. (2006). Why game (culture) studies now? Games and Culture, 1(1), 97-102. Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4). Steinkuehler, C., & Williams, C. (2009). Math as narrative in World of Warcraft forum discussions. The International Journal of Learning and Media, 1(3). Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games - an overview. Technical Report HS-IKI-TR-07-001. School of Humanities and Informatics. University of Skövde, Sweden. Young, J. (2010). Five teaching tips for professors -- from video games. Chronicle of Higher Education, 56 (20), pp.15-21.