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Taku Kaneta's practice-based report makes the case that murder-mystery party games (MMPGs) can serve as an effective and affordable vehicle for task-based language teaching (TBLT) in English as a foreign language (EFL) speaking classes. The author argues that MMPG mechanics satisfy the core conditions of TBLT: a focus on meaning, information and opinion gaps, free use of linguistic resources, and a clear non-linguistic outcome. Because the games feature rich backstories, competing goals, and open-ended negotiation, they naturally elicit pragmatic strategies such as alibi-giving, hedging, persuasion, and bluffing, and they extend existing precedents from board games and tabletop role-playing.
The evidence comes from small-scale trials with Japanese university students and teacher-trainees at roughly CEFR A2 to B1 levels, using groups of two to eight participants. These trials produced high engagement, largely student-driven talk, creative alliances, and sustained negotiation of meaning. However, the results also exposed meaningful constraints. Japanese use was substantial, at about 20 percent in the first trial and over 50 percent in the second, and linguistic and cognitive overload, proficiency gaps, and time pressure sometimes led to breakdowns and lopsided outcomes. Fixed group sizes made games fragile, since a single absence could undermine play, and the violent murder theme raised content sensitivity concerns for some learners.
The report concludes that these challenges are manageable with deliberate planning. Recommended scaffolding includes pre-task vocabulary preparation, role diaries, structured turn-taking, alternative themes, warm-up discussions, and post-task reflection. Although these measures demanded considerable preparation and facilitation, the trials generated an overwhelmingly positive impact by creating a genuine communicative need for speaking. The author therefore positions MMPGs as a practical, classroom-friendly TBLT resource for EFL contexts, provided teachers attend closely to proficiency differences, group dynamics, and learner comfort.
European Conference on Games Based Learning (ECGBL) · 2026