“…It is claimed that from the perspective of cognitive accounts of sla, these environments provide exposure to the target language in a context conducive to learning (Zhao & Lai, 2009). Researchers emphasize the importance of findings reported in learner-based research, suggesting that because many virtual worlds and digital games are designed to compel learners to undertake purposeful, real-time interaction in the target language, they provide opportunities to encounter communication issues relating to meaning (Lan, Kan, Sung, & Chang, 2016;Milton, Jonsen, Hirst, & Lindenburn, 2012;Wigham & Chanier, 2013). This aspect is perceived as supporting vocabulary acquisition (Rankin & Shute, 2010), as it enables individual learners to engage in forms of interaction involving feedback and the production of modified target language output that are identified as playing a central role in language learning (Long, 1996).…”