Proceedings of the 2026 5th International Conference on Educational Innovation and Multimedia Technology (EIMT 2026)

A Meta-Analysis of the Effectiveness of Digital Game-Based Language Learning on Second Language Development

Authors
Yabin Zhang1, Fei Li1, *, Fei Xie2
1Department of English, China University of Geosciences (Wuhan), Wuhan, Hubei, China
2Department of College English, Guangzhou College of Applied Science and Technology, Zhaoqing, Guangdong, China
*Corresponding author. Email: fei_li26@163.com
Corresponding Author
Fei Li
Available Online 31 May 2026.
DOI
10.2991/978-94-6239-691-3_18How to use a DOI?
Keywords
Digital game-based language learning; second language development; meta-analysis; effectiveness; moderator
Abstract

Digital game-based language learning (DGBLL) has garnered increasing attention from researchers for its potential to enhance learner engagement, foster collaboration, and facilitate knowledge acquisition. However, the impact of DGBLL on second language development (SLD) remains debated with considerable variability across studies. This meta-analysis aims to assess the effectiveness of DGBLL and identify potential moderating factors that may influence its efficacy in both English and Chinese contexts. A total of 49 quasi-experimental and experimental studies were identified from seven databases, yielding 73 independent samples. Data analysis was conducted using Comprehensive Meta-Analysis V.3 software, with Cohen’s d used to calculate effect sizes for both overall effect analysis and moderator analysis. The results show that DGBLL has a large and positive effect on SLD (d = 1.128), with its effectiveness influenced by moderators including educational level, language proficiency, game type, learning environment, learning focus and treatment intensity. These findings suggest the need for educators to refine DGBLL strategies and design more personalized instructional programs that address learners’ individual needs. Future research could explore the impact of DGBLL across diverse language background and its effects on learners’ emotions, motivation, and self-efficacy.

Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2026 5th International Conference on Educational Innovation and Multimedia Technology (EIMT 2026)
Series
Atlantis Highlights in Social Sciences, Education and Humanities
Publication Date
31 May 2026
ISBN
978-94-6239-691-3
ISSN
2667-128X
DOI
10.2991/978-94-6239-691-3_18How to use a DOI?
Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Yabin Zhang
AU  - Fei Li
AU  - Fei Xie
PY  - 2026
DA  - 2026/05/31
TI  - A Meta-Analysis of the Effectiveness of Digital Game-Based Language Learning on Second Language Development
BT  - Proceedings of the 2026 5th International Conference on Educational Innovation and Multimedia Technology (EIMT 2026)
PB  - Atlantis Press
SP  - 165
EP  - 177
SN  - 2667-128X
UR  - https://doi.org/10.2991/978-94-6239-691-3_18
DO  - 10.2991/978-94-6239-691-3_18
ID  - Zhang2026
ER  -