<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" article-type="Research Article" dtd-version="1.0"><front><journal-meta><journal-id journal-id-type="pmc">iarjel</journal-id><journal-id journal-id-type="pubmed">IARJEL</journal-id><journal-id journal-id-type="publisher">IARJEL</journal-id><issn>2708-5120</issn></journal-meta><article-meta><article-id pub-id-type="doi">https://doi.org/10.47310/iajel.2021.v02i01.028</article-id><title-group><article-title>The Influence of among Us Video Game on Children’s Second Language Acquisition</article-title></title-group><contrib-group><contrib contrib-type="author"><name><given-names>Shadi</given-names><surname>Forutanian</surname></name></contrib><xref ref-type="aff" rid="aff-a" /></contrib-group><aff-id id="aff-a">University of Tehran, Iran</aff-id><abstract>This study investigates the influence of Among Us video games on children’s Second Language Acquisition (SLA). The study employs a qualitative, case study approach. The data were obtained through observations from a 10-year-old child selected via purposive sampling. The data were analyzed through a deductive thematic approach and discussed using Schema Theory to evaluate the participant’s usage of the English language learned from video games. By analyzing and understanding this phenomenon, the researchers are inclined to understand how Among Us video game video games enable children to absorb knowledge and acquire a second language faster than other methods. The researcher hypothesize that the acquisition of a second language is caused by the Critical Period Hypothesis (CPH) through the facilitation of communication and context between the player and the video games. This research aspires to provide more insights into the prospect of video games as a tool for language acquisition.&amp;nbsp;</abstract></article-meta></front><body /><back /></article>