Can you learn English by playing video games? What the research says (2026)

GameStudy • Updated 4 min read

"Stop playing games and go study."

Most of us have heard some version of that line. Which makes it awkward that when researchers went and measured it, the kids who played the most scored highest on their English tests.

Here is what they actually did, and what it means for you.

TLDR

  • Swedish kids who gamed five or more hours a week scored higher on English tests than kids who did not. The games were Call of Duty and The Sims. Nobody was teaching them anything.
  • Researchers have run the experiment 38 times. One group learns with a game, another learns the usual way, everyone gets tested. The game groups came out ahead.
  • The reason is not that games are magic. It is that games are in English, and you keep going.
  • What games alone never gave anyone was someone to talk to.

What did the study actually do?

Two researchers in Sweden, Liss Kerstin Sylvén and Pia Sundqvist, got 86 kids aged 11 and 12 to keep a diary for a week.

Every day the kids wrote down how long they spent on seven things in English. Books. Newspapers. TV. Films. The internet. Music. Games.

Then they all sat three tests. Vocabulary, reading, listening. Nothing about games on any of them.

The kids who gamed five or more hours a week scored highest. The ones who gamed sometimes came second. The ones who never gamed came last.

That order held on all three tests. The researchers went looking for something else that might explain it, and did not find anything.

The games they named were Call of Duty, Counter-Strike, World of Warcraft, The Sims, Restaurant City and Zoo Tycoon.

Why would Call of Duty teach anyone English?

Because in Sweden, games are not translated.

Nobody dubs World of Warcraft into Swedish. So an eleven-year-old playing five hours a week is reading five hours of English quest text, hearing five hours of English voice acting, and typing English to strangers in chat.

That is more English than school gives them. And nobody had to make them do it.

If you have ever wondered why your kid can quote a game in English but freezes in an English class, that is the answer.

So nothing mysterious is happening here. Games are not doing something clever to your brain. You are just getting a lot of English, in a form you actually come back to tomorrow.

Which is why the screen time argument at home tends to change shape once the game is in English.

GameStudy player’s review
My son was addicted to Roblox, and it used to worry me. Now he’s learning English while he plays games, so I feel very relieved! He finds GameStudy as fun as Roblox, so he mostly plays on GameStudy now.

Does it still work if the game is built to teach?

Better, and this is a different kind of evidence.

The Swedish study watched what kids already did. It cannot tell you whether gaming caused the gap, or whether kids who were already good at English picked English games. Both are probably a bit true.

So other researchers ran real experiments. You take one group and give them a language game. You take another group and teach them normally. You test everybody before and after.

In 2025, a team pooled 38 of those experiments covering more than 4,000 learners and found the games came out well ahead. The clearest gains were in vocabulary and pronunciation.

That is the version with cause and effect in it.

The one thing those games never asked for

Look again at what the Swedish kids did all week. Read quest text. Listened to voice lines. Typed in chat.

All of that is English going in. None of it is English coming out.

So the gains landed exactly where you would expect. Vocabulary, reading, listening. The parts you can build with your mouth shut. Speaking is the one part you cannot absorb, because there is no version of getting good at it that does not involve doing it.

That gap is the reason GameStudy exists. The games are built so the only way forward is talking, and everything else in the app is there to make talking easier when you are stuck:

  • Hints show you something you could say next, in English and in your own language, so you are never sitting in silence while a character waits.
  • Captions show you what was just said, so one missed word does not end the conversation.
  • Translations sit underneath, so you can check a meaning without leaving the game.

That is the difference between a game that happens to be in English and a game built to get you speaking it.

What actually makes a word stick?

Three findings, none of them about games, all pointing the same direction.

You keep the words you needed. Vocabulary researchers have a rule of thumb called involvement load. A word sticks in proportion to how badly the task made you need it. A review of 78 studies found the tasks that won were the ones that made learners produce the word, not just read it.

You keep the words you said out loud. Read a word aloud instead of silently and you recognize it later about 10 to 20 percent more often. It is one of the sturdiest findings in memory research. Whispering counts. Mouthing counts.

You keep the words that arrived through more than one door. Across seven reviews covering 136 studies, words met with pictures and sound beat words met as text on a page. Beginners gained the most.

Read those three together and they describe something quite specific. Not a word list. A situation you are standing in, with a voice in your ear, a reason to open your mouth, and something that happens because you did.

That is why GameStudy is played by talking. You say the thing out loud to a character who answers you, in a story you want to see the end of. Spy, Word Rush, Cafe Life, Missions, Survival Island. Games first, with the English underneath.

GameStudy player’s review
I am an introvert, so I hardly spoke at a language school. Since Kai is an AI, there is no pressure and I end up talking a lot!
GameStudy player’s review
My vocabulary is pretty thin, but the words that come up in the games stick with me, and I find myself actually using them in free conversation. It has worked better than I expected.

Should you play?

If you already game, this is close to free. The hours are going anyway. Spending some of them in a game that makes you talk gets you the kind of practice you would otherwise have to book and pay for.

And if you never game, but there is a language app sitting on your phone that you stopped opening months ago, the argument is simpler.

There was probably nothing wrong with the lessons. What went wrong is that studying was one more thing on the list, and every night it lost to something easier.

A game never has to win that fight, because it is not on the list. It is the thing you were going to do anyway.

That is the part a game fixes. Not the teaching. The showing up. And showing up is the entire thing the research measured!

Frequently asked questions

Can you really learn English by playing video games?
Yes, and the research is consistent about it. A 2025 review pooling 38 studies and more than 4,000 learners found that language games had a large effect on learning, and a Swedish study of 11 and 12 year olds found that kids playing five or more hours a week outscored those who played sometimes, who outscored those who did not play at all. The clearest gains are in vocabulary and pronunciation.
How many hours a week do you need to play to see a difference?
Less than most articles imply, and the honest answer is that nobody has pinned down a dose. The Swedish study sorted kids into three groups: none, some, and five or more hours a week. Scores rose at every step, so the kids playing a bit still beat the kids playing nothing, and the biggest jump came at five hours and up. Five is not a magic number, it is just where that study drew its top line, so treat it as a direction rather than a target. An hour a day of something you enjoy will beat five hours of something you dread and quit.
Which kinds of games help most?
Games with a lot of language in them. The 2025 meta-analysis found adventure games ahead of other genres, and the common factor is dialogue, story and text you have to understand to get anywhere. It also found that longer stretches of play beat very short bursts.
Do games help you speak English, or only understand it?
Both, in different ways. Vocabulary and pronunciation are where the measured effects are clearest. For speaking, a 2024 study found undergraduates taught English through a speaking game improved more on speaking tests than a conventionally taught group, and a 2021 study found that learners given games in their lessons became significantly more willing to communicate, meaning how readily they speak when they could stay quiet. Speaking out loud is the part that turns a vocabulary you recognize into one you can use.
What kinds of games did these studies use?
A wide range, which is part of what makes the result interesting. The most-cited study is about ordinary entertainment games played at home, including Call of Duty, Counter-Strike, World of Warcraft, The Sims, Restaurant City and Zoo Tycoon, with nobody setting out to teach anyone anything. The 2025 meta-analysis pools mobile games mostly built for language learning and found adventure games did best. The 2024 speaking study used an app built around a speaking interface. The common thread is language you have to understand and use in order to get somewhere.
Why would a speaking game work better than a normal language app?
Three findings point the same way. Vocabulary research on involvement load, backed by a systematic review of 78 studies, finds that a word sticks in proportion to how much a task made you need it and decide how to use it, and that tasks requiring you to produce the word beat tasks that only ask you to read it. Memory research on the production effect finds that saying a word aloud rather than reading it silently improves later recognition by roughly 10 to 20 percent. And a synthesis of seven meta-analyses covering 136 studies finds that words met with pictures and sound are learned better than words met as text alone. A game you play by speaking hits all three at once. That is a design built on the evidence rather than a product that has been through a trial of its own.
What do GameStudy players say?
Three things come up over and over in the reviews, and each one lines up with a different finding in the research. First, the words stick. One player writes that her vocabulary was thin, but words from the games stay with her and she catches herself using them in free conversation, which is the vocabulary effect the studies keep measuring. Second, the pressure disappears. An introvert who says he hardly spoke at language school writes that because the other side is an AI there is no pressure, so he ends up talking a lot. Part of that is the AI, and part of it is that a game is a game: it is hard to feel self-conscious about your grammar while you are trying to win. That is the willingness-to-communicate finding almost word for word. Third, people keep going. One player who had quit every language class halfway through writes that studying while playing has her taking lessons every day, and a parent whose son was glued to Roblox writes that he now finds GameStudy just as fun and is learning English while he plays.

The research behind this

  1. Do mobile games improve language learning? A meta-analysis

    Liu, Zhang & Dai, 2025. Computer Assisted Language Learning

  2. Gaming as extramural English L2 learning and L2 proficiency among young learners

    Sylvén & Sundqvist, 2012. ReCALL 24(3), 302–321

  3. Empirical support for the Involvement Load Hypothesis: a systematic review

    Liu & Reynolds, 2022. Behavioral Sciences 12(10), 354

  4. The production effect in memory

    MacLeod & Bodner, 2017. Current Directions in Psychological Science 26(4), 390–395

  5. Multimedia glosses and second language vocabulary learning: a second-round meta-analysis

    Mahdi, Mohsen & Almanea, 2024. Acta Psychologica

  6. Evaluating the efficacy of computer games-based learning intervention in enhancing English speaking proficiency

    Al-Jamili, Aziz, Mohammed, Almogahed & Alawadhi, 2024. Heliyon 10(16), e36440

  7. Using games to promote English as a foreign language learners’ willingness to communicate

    Liu, Vadivel, Rezvani & Namaziandost, 2021. Frontiers in Psychology 12, 762447