Some may claim that this book has been a showcase of case studies, without common thread. However, the common goal that runs through each of these cases is the focus on learning and the roles of learners and educators in learning activities. Do virtual worlds assist learning and do they create new opportunities? The answer from these analyses is “Yes” and this book demonstrates “how” to make use of the affordances of the virtual word of Second Life as it exists today. Yet, many questions remain both for practitioners and researchers. To give some examples: On what principles should learners’ tasks be designed, who are doing research on education in virtual worlds and what is the future of virtual worlds in a learning context? In this chapter we attempt to address some of these issues.