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Research Article

Gamified Language Learning and Neoliberal Ideology: A Multimodal Critical Discourse Analysis of a Popular English Vocabulary Application

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DOI:

10.3791/69383

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January 6th, 2026

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In This Article

Summary

This study examines the impact of gamification on the motivation of Chinese university students in mobile-assisted English vocabulary learning. Critical Discourse Analysis reveals that, although gamified elements temporarily increase engagement, they also promote competitive and self-monitoring norms that may erode intrinsic motivation and impact students' psychological and sociotechnical experiences.

Abstract

The integration of gamification in mobile-assisted language learning (MALL) has reshaped how learners can engage with vocabulary acquisition and self-directed communication. Few studies have examined the impact of gamified applications on learner behavior and psychological reactions, particularly in non-native English learning contexts, despite their frequent commendation for enhancing user motivation and engagement. This study examines the motivational impact and ideological underpinnings of popular gamified English vocabulary apps, using Fairclough's three-dimensional Critical Discourse Analysis (CDA) framework to analyze both user interactions and platform design. Drawing on interface data, user sentiment analysis, and interview transcripts from the Chinese university students studying English as a foreign language (EFL), this study reveals that, consistent with Self-Determination Theory (SDT), gamification plays a significant role in encouraging learner motivation and engagement but simultaneously embeds neoliberal ideals of competition, self-optimization, and behavioral monitoring. These features, while intended to boost performance, may undermine intrinsic motivation over time. The findings highlight the psychological and sociotechnical dynamics of gamified learning environments, offering new insight into how digital educational platforms can reinforce self-regulatory expectations and performance-oriented discourse.

Introduction

The process of acquiring a language is commonly regarded as socially mediated and interactive, incorporating communicative interaction, output, and input in particular sociocultural situations. Second language acquisition (SLA) foundational research highlights that opportunities for engagement, feedback, and self-regulated practice are just as important in helping learners become proficient as exposure to linguistic input. This framework allows learners to participate in scaffolder feedback loops and authentic communication through the use of digital and mobile-assisted learning environments1. The incorporation of gamification into these settin....

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Protocol

This study was approved by the Ethics Committee of Fujian Police College, Fuzhou, China. All methods were carried out in accordance with the relevant guidelines and regulations. Informed consent was obtained from all participants involved in the study. Participants were clearly informed about the research purpose, data usage, voluntary nature of participation, and their right to withdraw at any time. Written informed consent was also obtained from all the participants for the publication of anonymized quotes and insights derived from the interview transcripts and app usage patterns. No personally identifiable information or images are included in this manuscript.

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Results

This work examined how gamification in Mobile-Assisted Language Learning (MALL) applications, such as Baicizhan, influences the motivation and self-regulation behavior of college EFL learners through a critical discourse systematic method. A dataset from three unified foundations was used for the estimation: (1) records of 15 semi-structured conferences with EFL college students; (2) sentiment analysis data from more than 250 user engagement logs; and (3) interface data logs that included gamification structures like log.......

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Discussion

The proposed Critical Discourse Analysis (CDA) adopts a critical-ideological perspective that extends previous work by examining the deeper ideological functions embedded in gamified language-learning apps... Earlier research, particularly that of Chen and Zhao1, has examined the motivational factors influencing the acceptance of gamified vocabulary apps among Chinese EFL learners on a large scale. Building on Fairclough's three-dimensional CDA framework, the present study argues that apps suc.......

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Disclosures

The authors have no conflicts of interest.

Acknowledgements

The authors gratefully acknowledge the support of the Department of Basic Courses, Fujian Police College, Fuzhou, China, which enabled the completion of this research. This paper was supported by the Fujian Provincial Social Science Fund. 2025. A Study on China's Police Diplomacy Discourse and National Image Construction (FJ2025C084).

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Materials

List of materials used in this article
NameCompanyCatalog NumberComments
Adenoviral Vector (shNEAT1)10692-V5Vigene BiosciencesAdenovirus used for knocking down NEAT1 expression in vivo and in vitro.
BCA Protein Assay Kit23227Thermo FisherKit used to quantify protein concentration in cell lysates.
Dual-Luciferase Reporter Assay KitE1910PromegaKit used for dual-luciferase reporter assays to measure miR-181a-5p interaction.
ELISA Kits (Cytokines)N/AR&D SystemsKits used for measuring cytokine levels in serum and tissue samples.
Fetal Bovine Serum (FBS)16000-044GibcoSupplement used in culture media for cell growth.
GAPDH Antibody2118SCell Signaling TechnologyPrimary antibody against GAPDH used as loading control in western blot.
Hematoxylin and Eosin Staining KitN/AThermo FisherKit used for histological staining of tissue sections for pathological analysis.
Immunofluorescence Antibodies (CD206)14693-1-APProteintechAntibody used for detecting M2 macrophage marker CD206 in tissue sections.
Lipopolysaccharide (LPS)L2630Sigma-AldrichLPS used to induce inflammatory macrophage polarization in RAW264.7 cells.
miR-181a-5p MimicN/AN/ASynthetic miR-181a-5p mimic used to modulate miR-181a-5p levels.
NEAT1 Expression PlasmidN/AN/APlasmid used for overexpression of NEAT1 in RAW264.7 macrophages.
RAW264.7 Macrophage CellsTIB-71ATCCMurine macrophage cell line used for in vitro experiments.
RIPA Lysis Buffer89901Thermo FisherBuffer used for lysing cells to extract total protein.
RPMI-1640 Medium11875-093GibcoCulture medium for RAW264.7 macrophages.
SYBR Green Master Mix4385612Thermo FisherReagent used for quantitative real-time PCR analysis.
Transwell Migration Assay Chambers3422CorningChambers used for transwell migration assays to assess macrophage migration.
TUNEL Apoptosis Assay Kitab66110AbcamKit used for detecting apoptosis in RAW264.7 cells by TUNEL staining.
Western Blotting Antibodies (HMGB1)ab18256AbcamPrimary antibody against HMGB1 used in western blotting.

References

  1. Chen, Y., Zhao, S. Understanding Chinese EFL learners' acceptance of gamified vocabulary learning apps: An integration of self-determination theory and technology acceptance model. Sustainability. 14 (18), 11288(2022).
  2. Li, J., King, R. B., Wang, C.

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Mobile Assisted LearningVocabulary AcquisitionSelf Determination TheoryUser MotivationLearner EngagementPerformance MonitoringEnglish Vocabulary Apps