Hostname: page-component-74656f9884-p6fvt Total loading time: 0 Render date: 2026-11-03T17:13:55.516Z Has data issue: false hasContentIssue false

Effects of playing the video game Her Story on multiple dimensions of creativity in EFL writing – An international replication study

Published online by Cambridge University Press:  20 March 2023

Cristina A. Huertas-Abril
Affiliation:
University of Córdoba, Spain (cristina.huertas@uco.es)
Barbara Muszyńska
Affiliation:
University of Lower Silesia, Poland (barbara.muszynska@dsw.edu.pl)
Rights & Permissions [Opens in a new window]

Abstract

This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, Her Story, and produce a piece of creative writing, which was a replication with a new data collection of the original study by Lee (2019). The reason for using this digital game was to provide an authentic learning opportunity for students and analyze whether digital game-based learning facilitates creativity in EFL writing. This replication, involving 25 university students from Poland and 25 university students from Spain, is a media transfer study based on the students transforming one media format (video game) into another (writing). The results demonstrate that the use of a video game with an ambiguous storyline prompts discovery (specific curiosity) and could be the determining factor for producing original, quality ideas in writing even when holding a negative view of one’s creativity. The findings also indicate that the choice of genre and a viewpoint in writing may influence the level of elaboration in the texts produced by students.

Information

Type
Research Article
Copyright
© The Author(s), 2023. Published by Cambridge University Press on behalf of EUROCALL, the European Association for Computer-Assisted Language Learning
Figure 0

Table 1. Contextual variables in the replication study

Figure 1

Figure 1. Her Story screenshots

Figure 2

Table 2. Student’s t-test considering institution for the “Self-Ratings Scale for the Assessment of Individual Creativity” (Batey, 2007)

Figure 3

Table 3. Student’s t-test considering institution according to self-perceived creativity

Figure 4

Table 4. Student’s t-test results of the post-questionnaire considering institution

Figure 5

Figure 2. Network of codes based on students’ answers

Figure 6

Figure 3. Pedagogical implications for the use of a commercial video game in foreign language writing