The document discusses using virtual environments and avatars for language learning. It defines key terms like E2, L2, and avatars. It explores virtual worlds like Second Life and massively multiplayer online role-playing games (MMORPGs) like World of Warcraft. The document outlines advantages like lowered anxiety through assumed identities and opportunities for authentic language use. It also notes disadvantages like cost and themes not appealing to all students. Methods like task-based and functional learning are supported. A tour of Second Life is presented to demonstrate its interactive possibilities for language practice.