Welcome to the Video Games and English Project!

The Video Games and English Project (VGEP) aims to research the impact of online video game play and (non-native) English speaking skills. In early 2024, we will conduct a study on L2 English speech among frequent online gamers and non gamers of similar demographics. We are looking for participants online and in Spain.

The project is divided into 3 online parts:

Initial survey (15 minute duration):

This survey will help us gather demographic information, gaming preferences and habits, and complete a short speaking task in your native language. This will also include a short vocabulary test for us to gauge your level.

3 English speaking tasks (>5 minutes per task):

Over the course of 1 week, participants will receive 3 speaking tasks. These tasks will be information sharing, storytelling, and decision-making dialogue. The dialogue will be conducted with a completely free language model, as we believe human contact could cause more anxiety or other negative affective factors.

Qualitative data collection:

Interested participants will be asked to provide recordings of L2 English game play, while others may be contacted for further structured interviews about video game habits.


All data will be kept on a private server dedicated to the project and accessible only to those related to the investigation. We will never ask for your image, and all information will be anonymized.



Who can participate?

To participate, you must be:

  1. 18+ years old
  2. Non-native English speaker
  3. Native Romance language speaker

If you fit those requirements and want to participate, just fill your email address below. Once the study starts, we will send you the initial questionnaire.


Why participate?

All participants will receive:

  • English speaking practice
  • Feedback from qualified professionals on English fluency, intelligibility, and comprehensibility
  • Direct contact with a powerful, libre-software AI conversational agent

Participants that complete all speaking tasks will be entered in a drawing for cash prizes:

  • 1 prize of 100€
  • 2 prizes of 50€
  • 4 prizes of 25€

What will we do with the data?

With our collected audio, we will measure:

  • Fluency
  • Intelligibility
  • Comprehensibility

We will consider variables such as L2 English online gaming frequency, extramural English exposure, and formal English education.

We will use modern data collection and managements strategies. All information will be stored on the project´s dedicated server. We will use no third party proprietary software for collection nor analysis (Microsoft, Google, Adobe...).