Willingness to Communicate in the Digital Wilds: A Case Study of a Gamer Writing Fanfiction.
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| Title: | Willingness to Communicate in the Digital Wilds: A Case Study of a Gamer Writing Fanfiction. |
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| Authors: | Neuhoff, Rida1 (AUTHOR) rneuhoff@mccneb.edu, Sauro, Shannon2 (AUTHOR) ssauro@umbc.edu |
| Source: | CALICO Journal. 2026, Vol. 43 Issue 1, p26-52. 27p. |
| Subject Terms: | *Second language acquisition, *Autodidacticism, *Video games, *Qualitative research, Fan fiction, Two-way communication, Video game culture, Telematics |
| Abstract: | This study explores the willingness to communicate (WTC) of an autonomous learner of English in the digital wilds who is both a gamer and fanfiction writer. It applies MacIntyre et al.'s (1998) framework to a case study of a French fan, Juliette, of the digital game The Sims 4 who joined an English language Facebook community for the purpose of sharing her video-based fanfiction based on The Sims 4 to receive feedback and interact in English. Qualitative content analysis was carried out using a participant informational survey, an initial interview, a task assignment, and a retrospective interview. Findings uncovered several aspects of the WTC framework that were particularly relevant for Juliette's WTC (second language [L2] confidence and WTC) and others that, due to the specific nature of Juliette's fan practices and characteristics of the digital wilds, were not (intergroup climate, intergroup attitudes, intergroup motivation, and desire to communicate with a specific person). [ABSTRACT FROM AUTHOR] |
| Copyright of CALICO Journal is the property of University of Toronto Press and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
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| FullText | Links: – Type: pdflink Text: Availability: 1 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 191964341 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Willingness to Communicate in the Digital Wilds: A Case Study of a Gamer Writing Fanfiction. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Neuhoff%2C+Rida%22">Neuhoff, Rida</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> rneuhoff@mccneb.edu</i><br /><searchLink fieldCode="AR" term="%22Sauro%2C+Shannon%22">Sauro, Shannon</searchLink><relatesTo>2</relatesTo> (AUTHOR)<i> ssauro@umbc.edu</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22CALICO+Journal%22">CALICO Journal</searchLink>. 2026, Vol. 43 Issue 1, p26-52. 27p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Second+language+acquisition%22">Second language acquisition</searchLink><br />*<searchLink fieldCode="DE" term="%22Autodidacticism%22">Autodidacticism</searchLink><br />*<searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br />*<searchLink fieldCode="DE" term="%22Qualitative+research%22">Qualitative research</searchLink><br /><searchLink fieldCode="DE" term="%22Fan+fiction%22">Fan fiction</searchLink><br /><searchLink fieldCode="DE" term="%22Two-way+communication%22">Two-way communication</searchLink><br /><searchLink fieldCode="DE" term="%22Video+game+culture%22">Video game culture</searchLink><br /><searchLink fieldCode="DE" term="%22Telematics%22">Telematics</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This study explores the willingness to communicate (WTC) of an autonomous learner of English in the digital wilds who is both a gamer and fanfiction writer. It applies MacIntyre et al.'s (1998) framework to a case study of a French fan, Juliette, of the digital game The Sims 4 who joined an English language Facebook community for the purpose of sharing her video-based fanfiction based on The Sims 4 to receive feedback and interact in English. Qualitative content analysis was carried out using a participant informational survey, an initial interview, a task assignment, and a retrospective interview. Findings uncovered several aspects of the WTC framework that were particularly relevant for Juliette's WTC (second language [L2] confidence and WTC) and others that, due to the specific nature of Juliette's fan practices and characteristics of the digital wilds, were not (intergroup climate, intergroup attitudes, intergroup motivation, and desire to communicate with a specific person). [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of CALICO Journal is the property of University of Toronto Press and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=191964341 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.3138/calico-2025-0006 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 27 StartPage: 26 Subjects: – SubjectFull: Second language acquisition Type: general – SubjectFull: Autodidacticism Type: general – SubjectFull: Video games Type: general – SubjectFull: Qualitative research Type: general – SubjectFull: Fan fiction Type: general – SubjectFull: Two-way communication Type: general – SubjectFull: Video game culture Type: general – SubjectFull: Telematics Type: general Titles: – TitleFull: Willingness to Communicate in the Digital Wilds: A Case Study of a Gamer Writing Fanfiction. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Neuhoff, Rida – PersonEntity: Name: NameFull: Sauro, Shannon IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Text: 2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 07427778 Numbering: – Type: volume Value: 43 – Type: issue Value: 1 Titles: – TitleFull: CALICO Journal Type: main |
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