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Identity through Gaming in the L2 Classroom: Contextualization and Narrative
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https://doi.org/10.5070/M352159954Abstract
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.