The document discusses using digital games in language learning to demand higher-level skills from students. It notes that young people now spend significant time gaming, and games can provide learning opportunities. Examples are given of early computer games from the 1970s-2010s and how games have evolved. Suggestions are provided for classroom activities using adventure and escape room games that involve students predicting, discussing, and writing about in-game objects and puzzles in groups and individually. Close guidance and use of guides is advised to support language learning while gaming.