Résumé:
The Information Age has paved immense pathways for the emergence of technology, which led to eventually a complete digitalization of our communities. An ideal example of this advent is the continued growth of online video games (OVG) worldwide between young adults and adults. In parallel with this growth, scholars around the world have investigated the potential of online video games to influence users as well as the factual impact of these online platforms on the different abilities and competences of individuals. To this end, our primary endeavour was to apply the same principles and investigation to the Algerian EFL learners in the given context.
The initiatory purpose was to understand and know the different effects of OVGs on EFL learners at the extent to which OVGs can be utilized in academic settings. Moreover, this study attempted to investigate how age and gender as variables can affect in affecting the final results of OVGs on EFL learners’ communication abilities as well as their intercultural communicative competence. To carry out this research, we used a mixed-methods approach to collect relevant data for the present research. As for the instruments we utilized in the data collection process, they were a learners’ web-questionnaire, interviews, and an in-game observation. The results
revealed that OVGs are beneficial in enhancing the EFL learners’ communication abilities, intercultural communicative competence, and other cognitive skills. However, there must be a list of conditions checked, notably, the EFL learners’ willingness to be immersed and communicate within the online video game.