Summary Recent years, there has been an increasing interest in exploring web, gaming and simulation technologies applied into second language learning because a combination of and casual activities, rich visual worlds and interesting narratives can be a very inherent motivation to language acquisition. This article is a summary of 5 research reports on computer-based or game-based language learning programs. The first research report is about a computer-based language learning program, while the other four are all about game-based language learning program. WordAce! is a comprehensive electronic foreign language dictionary and learning tool which requires Windows 3.1 or later or Windows 95 386 or higher systems. It provides over 100,000 word meanings and translations, pronunciation of more than 40,000 words, and more than 500,000 verb conjugations for each of five languages paired with English, including Spanish, French, German, Italian and Russian. In addition, a Multilanguage package and other bilingual packages including European Portuguese, Brazilian Portuguese, Danish, Dutch, Finnish, Swedish and Norwegian are available (Information Today, 1996). No matter you are beginner or advanced foreign language students, you can have invaluable access to word meanings and verb conjugations with the click of a mouse if you are a web user. Also, this electronic dictionary provides word-by-word translation of a wide variety of electronic materials like e-mails or web pages in any WordAce!-supported languages. Users may just copy whatever they want to translate and paste them into WordAce! for instant translation. What’s more, WordAce! can allow users recall previously viewed word instantly from a custom word history list. The second research report is about English as a Foreign Language program (EFL) in Second Life (SL), which is an online virtual learning environment built by a three-dimensional modeling tool and allow users to interact with each other through avatars. Participants of this research are 20 American undergraduate students from multiple disciplines taking an introductory course on computer skills and 6 Chinese full-time sophomores majoring in English. The SL-EFL program provided the participants with opportunities to interact with American students synchronously online in SL for one hour each week, including virtual tours in group and one-on-one with SL partners, small group discussion and an one-on-one interview with the American partners and individual presentations (Xiaoxue, Brendan, Susan & Mary, 2012). The result showed that the SL-EFL program is effective in improving oral communication abilities, pronunciation and intonation. SL provided a platform for the Chinese students to have meaningful and authentic interactions with American students, and when immersed themselves into SL, the Chinese students are more active in speaking and their speech was sustained for a longer period of time. The third research report is about sustaining adult vocabulary learning independently through computer game. The existing SIM 3 game is selected as the platform to investigate the vocabulary learning among EFL (English as a Foreign Language) adult learners in an independent learning environment. The participants were three adult EFL learners with different backgrounds. Playing session observations, semi-structured interviews, a self-report checklist, pre- and post-test and vocabulary lists were used to collect extensive data. SIM 3 has different levels and players need to complete one level before going to another level. All the language within this game is English and it is also packed with English words in different meaningful contexts that create an authentic language-learning environment. Learners are exposed to different types of vocabularies in every level of the game. However, players need to plan the type of SIM environment they want and they have control on their own Sim in activities and relationship in a similar manner to real life, and the vocabularies learned by the learners were depending on the type of environment they’ve created. The participants played SIM 3 for two months, with no interruption and no limitation on time or the number of games played at one time. Results showed that all the learners held positive attitudes towards learning English through computer games, and they did learn new vocabularies in meaningful context (Nadzrah & Elaheh, 2013). Overall, the flexibility of SIM 3 as a self-study tool compared with formal learning environment motivated the learners to play more, and then successfully gained more new words in English. The target game being introduced in the fourth research report is I-FLEG, a 3D language game designed for interactively learning French as a second language. I-FLEG differs from other existing 3D approaches to computer aided language learning in that it combines 3D technologies with sophisticated, natural language generation techniques for automatically producing learning material that is both varied and adapted to the current context (Marilisa, Treveur, Alexandre, Claire & Laura,2012). I-FLEG provides its users a free learning environment in that it makes the learners to be free to explore the various learning context and then choose and organize the unique learning process accordingly to their specific needs. Learning through I-FLEG is situated and interactive because the participants had the chance to interact with the virtual world and the learning content depends on the current context of the learner avatar. The whole playing process is a context-aware process. Also, playing I-FLEG is a personalized learning process because the learning content will be automatically tuned to the learner’s level and then personalized feedback will be provided to learners with different background knowledge and language proficiency. The last research report is about an online language learning game, which is called The “Language Trap”. It is designed as an online casual education game for Irish secondary school students of German who are preparing for their Leaving Certificate exams (taken in the final year of secondary school), and it focuses on the prescribed role-play scenarios that form part of the oral examinations (Neil & Vincent, 2010). It is via an interactive dialogue system featuring synthesized speech that the students take part in the role-playing adventure game to encounter conversations, vocabulary and grammar relevant to their exams. The major activity of this game is the conversation between the learner and various NPCs (Non-Playing Character) in the game. Learner can choose from a list of possible dialogues that range in difficulty and appropriateness, which are rated by little stars. Learners can collect the stars from the dialogue they choose, and they can use those stars to trade for translations of difficult language expressions that they didn’t know about, through which the practice of language expression is encouraged. After the evaluation period, it showed that the mean score of the learners from increased from pre-test to post-test and the game was proven to be enjoyable for the students to play as well as to be of significant educational benefit, which contain both direct improvement on language learning performance and increased motivation on language learning. To sum up, these five research reports all present a positive attitude toward computer-based or game-based language learning programs. Transparent Language's audio foreign language dictionary. (1996). Information Today, 13(11), 34. Wang, C., Calandra, B., Hibbard, S., & McDowell Lefaiver, M. (2012). Learning effects of an experimental EFL program in Second Life. Educational Technology Research & Development, 60(5), 943-961. doi: 10.1007/s11423-012-9259-0 Abu Bakar, N., & Nosratirad, E. (2013). Sustaining Vocabulary Acquisition through Computer Game: A Case Study. Asian Social Science, 9(5), 235-242. doi: 10.5539/ass.v9n5p235 AMOIA, M., BRETAUDIERE, T., DENIS, A., GARDENT, C., & PEREZ-BELTRACHINI, L. (2012). A Serious Game for Second Language Acquisition in a Virtual Environment. Journal of Systemics, Cybernetics & Informatics, 10(1), 24-34. Peirce, N., & Wade, V. (2010). Personalised Learning for Casual Games: The 'Language Trap' Online Language Learning Game. Proceedings Of The European Conference On Games Based Learning, 306-315.