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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.
The suggested methodology applies a Critical Discourse Analysis (CDA) framework to analyze the neoliberal discourses in gamified language learning interfaces, built on the prior research with the Baicizhan application. The analysis checks Baicizhan's textual mechanisms, visual designs, and functional devices through Fairclough's three-dimensional framework. Furthermore, user sentiment analysis data, interface movement records, and qualitative interview logs of college EFL students are gathered. This blended approach helps evaluate how gamification promotes competition, behavioral monitoring, and self-optimization-key elements of neoliberal ideology. Important understandings are exposed by the procedure's difficult mapping of student discussion and app design. By highlighting the tensions between engagement-focused gamification and learners' intrinsic motivation, this study clarifies how technological features influence language learning in higher education. Figure 1 shows the architectural structure of the proposed method.
Figure 1 illustrates the three-stage Critical Discourse Analysis (CDA) approach that was used to analyze the app's embedded discourses. This paradigm purposefully reframes the process as an interpretive approach rather than a technical data processing, moving from the app's specific textual elements to the abstraction of societal ideological issues. By recording the specific locations of ideological encoding -- the textual, visual, and functional aspects of the app (such as streaks, ranking tables, and motivational remarks) -- Stage 1: App Artefacts creates the empirical foundation. Following that, these artifacts undergo Stage 2: CDA Interpretive Layers, which uses a sequence of overlapping conceptual layers to visually highlight the dialectical relationship between micro-level evidence and macro-level context. The textual elements are interpreted through Discursive Practice, which deals with the reproduction of meanings, and are linked to Social Practice, which examines the context of power and ideology. The Neoliberal Ideological Themes that organize the app experience, such as individualized accountability and Competitive Motivation, are ultimately produced by Stage 3: Thematic Synthesis, which utilizes interpretive coding and Thematic Abstraction to translate the patterns found in the discourse into abstract, qualitative findings. The four major steps in the proposed protocol are as follows:
Interface design and selection of the app
A popular gamified language study app (like Baicizhan) is chosen for the study. A three-dimensional CDA model developed by Fairclough is utilized here to perform a textual analysis examining vocabulary prompts, user feedback, and interface-related signals, as well as discursive practice analysis with an emphasis on in-app communication structures and user interaction patterns. Using social practice analysis, one can uncover neoliberal values such as competitiveness, efficiency, and self-tracking. These features reflect neoliberal values such as efficiency, competition, and self-tracking.
Data collection
To gain more about college-level EFL students' knowledge, purposes, and sentiments of gamified learning surroundings, semi-structured interviews are conducted with them.
Sentiment analysis and discourse mapping
A sentiment analysis is used to regulate the emotional reply and level of participation in user reactions, chat logs, or communication information. The areas of discourse are measured for compatibility with neoliberal ideas such as performance benchmarking and self-governance.
Data integration and validation
The relationships between gamification devices and indicators of learner anxiety, reduced motivation, or performance pressure are examined. The main conversation strategies that influence user interaction and behavior are controlled.
Interface design and app selection
Baicizhan app1 is used as a primary example of gamified Mobile-Assisted Language Learning (MALL) in the first part of the study, with a focus on vocabulary acquisition. Since it has a plethora of gamification elements, such as ranking order, monitoring of progress, visual badges, and feedback triggers, this application is universal across Chinese EFL university students.
Given China's unique combination of state-driven digital education policy, exam-oriented learning culture, and growing EdTech marketization, the focus on Chinese EFL learners is especially important. The use of digital tools in schools has increased due to national efforts like Education Informatization 2.0, which support personalized and data-driven learning strategies. At the same time, China's exam-focused educational system consistently emphasizes quantifiable results and ongoing performance assessment, which makes room for gamified features that value goal achievement, rankings, and progress tracking. These competitive procedures have been further integrated into mobile learning platforms, such as Baicizhan, which assist millions of users in preparing for important English tests, by the rapidly expanding commercial EdTech industry. The Chinese environment is an ideal setting to examine how gamified learning design naturalizes neoliberal discourses of self-optimization, competition, and performativity, due to the intersection of policy, culture, and technology.
The essential elements of the application are reasonably removed and divided into three sections as part of the interface analysis: Visual elements (e.g., icons and progress bars), Textual cues (e.g., instructions and incentives), and functional constructs (e.g., goal formation, reminders, and social competition).
Fairclough's three-dimensional Critical Discourse Analysis (CDA) approach is applied to learning these attributes. This model provides room for a comprehensive scrutiny of the behaviors, where the communicative and interactive approach of the app contains neoliberal ideology. The initial step in the CDA process is a text analysis, which examines words applied in feedback responses and app requests. Later, a study of discursive performances focuses on how users work together with the app and how pieces of success or failure are constructed within it. Lastly, the social practice study describes how the app's design reflects broader neoliberal ideologies, such as self-regulation, competition, and performance valuation. Figure 2 shows the working process of App selection and interface design.
Interface data collection
This work gathers important and complete information using www.wjx.cn, a Chinese online survey area that offers paid sample services. Initially, the inclusion criteria were that participants had to be undergraduate students enrolled in Chinese universities and have used at least one gamified English vocabulary learning app before. The study's academic goal, the voluntary nature of participation, and the estimated time required were all clearly communicated in the recruitment messaging. Participants must read an informed consent statement and provide their voluntary consent before beginning the survey. Not only was IP address screening used to reduce duplicate or low-effort responses, but attention-check items and monitoring of abnormally short completion times were also used to verify data quality. The requirement that all participants be undergraduate Chinese students served as the sample condition. The average completion time for the 279 responses from non-duplicate IP addresses collected over a week was 243 s. Seven answers that implied the respondent had never used any gamified English vocabulary apps were removed. With a genuine response rate of 97.49%, a total of 272 responses were eventually kept.
Second, semi-structured interviews were conducted with Chinese EFL students to obtain deeper insight into their experiences with gamified vocabulary apps. Each interview lasted 30-45 min and followed a structured protocol covering learning habits, emotional responses to gamification, motivation patterns, and perceived pressures. Interviews were conducted online, audio-recorded with permission, transcribed verbatim, and independently coded by two researchers using a thematic analysis approach.
Third , interface interaction data, including screenshots, logs of feedback messages, streak counters, badges, and user prompts, were systematically extracted from the Baicizhan application. These artefacts provided the textual, visual, and functional material required for Fairclough's three-dimensional CDA. In parallel, sentiment analysis data were collected by translating user-generated Chinese text into English using DeepL38, verifying translation accuracy through bilingual coders, and computing polarity scores using VADER39, TextBlob40, and SnowNLP41 for cross-linguistic validation.
Chinese university students learning English as a foreign language (EFL) were interviewed to gain a deeper understanding of their interactions, motivations, and opinions regarding gamified English vocabulary apps. Questions about (1) frequency and context of app use, (2) emotional reactions to tasks or rewards, (3) engagement and motivation from app features, (4) pressure or stress related to app use, (5) influence on study habits or vocabulary learning strategies, (6) social interactions regarding app progress, and (7) recommendations for enhancing the learning experience were all part of the semi-structured protocol. Each session, conducted via Zoom, in person, or by phone, lasted approximately 30-45 min. With participants' consent, all interviews were audio-recorded and transcribed verbatim in English. Thematic analysis was employed to analyze the data. Two researchers independently coded the transcripts, which were then iteratively categorized into themes. Disagreements were resolved through discussion. A thorough analysis of the behavioral and psychological reactions to gamification was made possible by the combination of these qualitative insights with interface logs that recorded usage frequency, feedback responses, and goal pursuit.
Sentiment data preprocessing:
To ensure interoperability with English-based tools like TextBlob and VADER, all textual data was translated into English before sentiment computation because the original user responses were in Chinese. To maintain contextual and affective correctness, the Deep LAPI was used for translation, and two bilingual researchers then manually validated the results. These verified English texts were then used to calculate the sentiment polarity and subjectivity scores. The Chinese-language sentiment model SnowNLP was also used to examine a random subset of 200 replies to evaluate cross-linguistic dependability; the results showed a strong positive association with VADER polarity scores (r = 0.84).
Table 1 summarizes the responses from the dataset of 272 Chinese university EFL students who reported prior use of a gamified English vocabulary learning application. According to the demographic data, the research population of this study is suitable for investigating the target user group, as it fully represents Chinese college students in terms of gender, age, major, and years of teaching experience. In terms of practice designs, 79.04% of those measured used the apps for more than an hour each week, and 94.11% of them used them multiple times a week. The information on practice behavior was observed in conjunction with supplementary replies from the members.
The dataset includes demographic variables (age, gender, academic major, year of study) and usage-related variables (frequency of app use and weekly duration of use). The 272 entities in the dataset are typically in the 18-22 age range (91.91%), with 60.66% of them being men and 39.34% being women. These age distribution assurances indicate that the number of participants corresponds to that of college students using mobile-assisted language learning and resembles the traditional undergraduate student population.
Although respondents came from a diverse range of academic experiences, the major groupings are as follows: Technologies (38.97%), Engineering (37.87%), Science (12.87%), and Mathematics (10.29%). The cross-disciplinary distribution enables the comparison of how students in other fields view and utilize gamified systems. Regarding academic achievement, juniors (36.03%) and sophomores (26.47%) comprised the largest percentage of participants, followed by freshmen (18.01%) and seniors (19.49%). According to this distribution, the majority of respondents are mid- to upper-level students, which may influence their degree of participation and critical analysis of the learning resources. In terms of app usage, 28.31% of contributors stated that they used Baicizhan every day, while 33.46% described using it four to five times per week, suggesting a high degree of frequent interaction with the social network. Just 2.21% of users used the app fewer than once every week. Participants' weekly app usage changed, with the majority using it for 1-3 h (50.37%) and fewer students using it for more than 5 h (11.4%).
Participants' login frequency and interaction logs were interpreted as SRL-adjacent behavioral indicators, reflecting users' autonomy in managing learning activities, monitoring routines, and persistence in engagement, in accordance with post-pandemic research on technology adoption and self-regulated learning (SRL). Qualitative interview data also revealed several themes consistent with TAM characteristics, including perceived usefulness ("the leaderboard keeps me motivated to study daily") and perceived ease of use ("the app is simple and intuitive to navigate"). These dimensions conceptually link the current CDA framework with adoption-based viewpoints seen in recent comparative research, despite the fact that they were never officially coded nor modeled5. To quantitatively triangulate CDA and sentiment findings and enhance the integration of behavioral, perceptual, and discourse-level studies, future versions of this study will incorporate short, validated measures of TAM and SRL.
Fairclough's CDA model
A real construction37for investigating how discourse in gamified language learning applications, such as Baicizhan, generates and perpetuates neoliberal ideals is accessible through Fairclough's three-dimensional Critical Discourse Analysis (CDA) model. Three interconnected procedures are combined into the model: social practice (macro-level), discursive practice (meso-level), and textual analysis (micro-level).
Textual analysis (T) -Micro level
Language aspects, including terms, organization, and app design reminders (such "Daily Goal Attained" and "Keep Your Streak Alive") are the primary objective of this level. Assume that all of the user's textual units are as follows:
(1)
here tei stands for a special text message or prompt.
To evaluate neoliberal arrangement and occurrence:
(2)
(3)
Consequently, the textual layer's neoliberal density is:
(4)
Discursive practice (D) - Meso level
This is information gathered from interviews and interface logs about how users interact with the app (frequency of use, feedback response, and goal pursuit).
Let usi represent a user and aij represent an act of interaction (such as finishing a task or looking at a leaderboard). Describe the matrix of interactions:
(5)
The user self-optimization score is now defined:
(6)
The neoliberal weight (importance) of act aij is denoted by wj. For example, seeing the Leaderboard has a higher wj than simply accessing the app.
Social practice (S) - Macro level
This entails analyzing the ways in which app usage and discourse mirror more general social ideas (such as productivity and competition).
Let P(usi,λk) be a binary or fuzzy value that indicates if user discourse promotes characteristic λk, and let λk be an ideology trait (such as fairness or self-optimization).
Next, users' ideological appearance:
(7)
This measures the degree to which each neoliberal ideology λk has propagated over the user base. A user interface's overall CDA framework score can be written as follows:
(8)
When each dimension is given a weight (α,β,γ), which can be empirically adjusted or based on qualitative considerations.
The three-dimensional Critical Discourse Analysis (CDA) model established by Fairclough is illustrated in Figure 3, which is used to evaluate gamified knowledge for educational boundaries, primarily in language learning stages such as Baicizhan. The top row of the figure represents the three analytical dimensions of CDA, while the bottom row integrates the outcomes of those dimensions to generate a single, cohesive consequence.
This study created a brief codebook for the Critical Discourse Analysis (CDA) that divided discursive aspects into three categories: textual (word choice, metaphors), visual (icons, colors, badges), and functional (points, levels, notifications). Motivational statements like "Keep going!" for text, star badges for visuals, and progress-tracking notifications for functional features are illustrative examples. After resolving ambiguities and iteratively improving codes, two skilled coders independently applied the codebook to the data. Cohen's Kappa was used to calculate inter-coder agreement, and the results showed satisfactory reliability (κ = 0.78), ensuring consistency and rigor in the study.
Sentiment analysis and discourse mapping
Sentiment analysis is applicable to user-generated content, as well as explanations, app reviews, communication logs, and conference transcripts, following the conclusion of Fairclough's three-tiered Critical Discourse Analysis, which includes textual, discursive, and social repetition37. This step categorizes emotional tone (positive, negative, and neutral) and intensity using Natural Language Processing (NLP) procedures. To establish the user's emotional connection with gamified learning dynamics, for example, normal expressions of stress or satisfaction in response to line loss or leaderboard presentation are measured. This study helps define whether gamified devices, such as following and competition, growth pressure, or participation, support or contradict the neoliberal values exposed in CDA.
Algorithm 1, provided in Supplementary File 1, shows the working process of Sentiment analysis and Discourse Mapping. After textual information has been collected and pre-processed, user observations are prepared using methods such as lowercasing, stopword elimination, lemmatization, and punctuation filtering. Next, Sentiment analysis was performed on English and Chinese EFL textual data, following pre-processing steps such as lowercasing, stopword removal, lemmatization, and punctuation filtering. These texts are subjected to sentiment analysis using programs such as VADER, TextBlob, or BERT-based models, which classify each text as neutral, positive, or negative based on its emotional tone or polarity scores. This helps define the emotional responses of users to gamified fundamentals, such as assessments of presentation, lines, and awards. In parallel, expressions and ideas related to specific neoliberal concepts -- such as "self-optimization," "concurrence," "effectiveness," or "tracking" -- are identified by removing discourse aspects through the use of keyword-based matching or thematic coding, correspondingly.
Conceptual labels that were raised throughout the CDA stage can now be understood in each user's text. A discourse map, which authenticates how detailed discourses and attitudes co-occur within the dataset, is then designed based on the outcomes. This might incorporate producing charts or heat maps that demonstrate the expressive tone and regularity of each ideological theme. To produce a more comprehensive picture of the material, these sentiments and discourse understandings are then shared with the CDA results. This investigation helps verify whether learners are adopting or rejecting the neoliberal discourses presented in the boundary scheme. Additionally, it highlights emotional encounters in gamified learning, identifying instances where moving administrations may inadvertently compromise fundamental incentives or learner selection.