Xplore Publications
* Volume 3 of Transformations in Management is open for submissions until 30 August 2026. *

Chapter 181

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  • Sujithra I R, III-year Student, Computer Science and Engineering, Kumaraguru College of Technology, Coimbatore, Tamil Nadu, India., &, Haran Vasudev H, III-year Student, Electrical and Electronics Engineering, Kumaraguru College of Technology, Coimbatore,
ISBN
978-93-341-7423-6
Published
21 July 2026
Accesses
2 views · 0 downloads
Reading time
~1 min

Full text

This study explores the gaming preferences and habits of undergraduate students, with a particular focus on how online games requiring communication in English influence language proficiency. Through a structured survey conducted with 126 students from various departments, the research investigates the types of outdoor and online games played, the frequency of gaming activities, and the role of English in online communication. The findings reveal diverse game preferences, with students engaging in outdoor and online games, and a significant number reporting regular use of English during online play. The results also indicate that while some students experience noticeable improvements in their English language skills through gaming, others report limited or no impact. This study highlights the potential of integrating online games into educational strategies for language learning and provides insights into how gaming environments can serve as informal platforms for enhancing communicative competence in English. The implications for educators suggest a need for a more structured approach to leveraging games as tools for learning. Future research directions include exploring the long-term effects of gaming on language acquisition and the impact of specific game genres.

Keywords: Game preferences, English language acquisition, Communicative competence, Language learning through games, Educational games

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