📢 Important Note on:


As we enter 2021, in the POST COVID-19, the JVWR is going into a refocusing process that started in our open forum consultation in April 2020. In the meantime, we are not open for new submissions — we will update the website as soon as we begin accepting papers again.

Please note – we are readjusting the backend.

Assembled 2020

The JVWR, Volume 13, No. 2-3

Published: December 22, 2020

Issue editors:

Angie Cox, Trident at American InterContinental University (Prime)

Ryan Durbin, Trident at American InterContinental University

Vernell Hall, Trident at American InterContinental University


JVWR Assembled 2020 presents our final contribution to a focused effort within the capacity of Virtual Worlds. This issue includes three articles covering 360 audio technologies, instructional use, and the topic of purchase intentions in Virtual Worlds. The editorial team is a perfect match of diverse perspectives and experience and, when combined, construct a splendid read for academia and practitioners.

Editor-In-Chief Corner

Welcome to the Age of 3D3C: Digital, Design, Development, Community, Creation, & Commerce

Yesha Y. Sivan

Issue Editors’ Corner

Rendering Sounds, Sales and Instructional Capabilities in a Virtual World

Angie Marie Cox

Peer Reviewed Research Papers

Virtual Goods Purchase, Game Satisfaction and Perceived Justice: An Empirical Study of Players of PVP Mobile Games

Hui Xiong, Weijie Yu

Redstone Jammin’: Conversational Analysis from a Collaborative Music-Making Activity in Minecraft

Kenneth Y. T. Lim, Lionel J. T. Lim

The Use of Ambisonic Audio to Improve Presence, Focus, and Noticing While Viewing 360 Video

Richard E. Ferdig, Karl W. Kosko, Enrico Gandolfi

CfP: Assembled 2020

A Quick Turnaround Call for Papers – Assembled 2020 issue

Published: July 26, 2020

This is a good opportunity for authors seeking a quick turnaround of papers with September 2020 decisions and October 2020 publication.


Issue Editors: TBD



Motivation and Scope

The 2020 Assembled issue is part of the special JVWR Assembled series – a place for various papers on the topic of the journal, collected during the year, and typically published annually.

Submission Instructions

Authors are invited to submit original scholarly papers of 3000-5000 words including footnotes, references, and appendices. Interested authors should submit a full paper by the deadline indicated below. All submissions should be made via the JVWR publishing system – see https://jvwr.net/for-authors/ for instructions. All submissions will be peer-reviewed. Accepted papers will be published online in Volume 13, Number 3 (2020) of the Journal.

Deadlines and Timetable

August 27, 2020: Authors submit full paper
September 24, 2020: Editors final decision
October 9, 2020: Authors submit final revision
October 23, 2020: Camera-ready
October 30, 2020: Publication

Possible Topics Include:

  • 3D fun
  • Mini robots
  • Social networks that change our mind
  • Artificial limbs
  • New forms of hardware
  • Augmented and mixed environments
  • Wearable
  • User-generated content
  • 3D printing
  • Visual data streaming
  • Immersive technologies
  • Shopping from home
  • Projections of the real
  • Wireless people
  • Portable friends
  • The Internet of Things
  • Virtual currencies
  • E-readers
  • … and more

See past Assembled issues
Assembled 2019
Assembled 2018
…and more

Further Information

The Journal of Virtual Worlds Research (https://jvwr.net) is an online, open-access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the various disciplines and approaches that intersect with virtual worlds research. Virtual worlds ignite a continuously evolving area of study that spans multiple disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly research.

Anything else? Please contact: [email protected]

Even as we continue to adjust to the “new normals,” we nevertheless wish you all a quick return to healthy normality.

Prof. Yesha Y. Sivan
The Journal of Virtual Worlds Research

Call For Editors

Issue editors role includes managing the review process, supervise the final publications, and distribute the news about the release – all using our internal state of the art publishing process

If you have an interest and background in a specific Virtual World sub-field, as well as experience in academic editing, please reply not later than the end of August 2020, to [email protected] with an academic CV and a cover letter listing your target subject, and publishing and editing experience.

If you have colleagues who may be interested in becoming editors or co-editors, please feel free to forward this call further.

More Things You Can Do:

  • Visit The JVWR home page to see how to suggest a topic and become an issue editor.
  • Subscribe to our mailing list (top left of #TheJVWR home page) to receive news and updates (no spam guaranteed.)
  • Connect with us on twitter @TheJVWR and on our Facebook page (TheJVWR).

01-Jul-2020: Let’s Design our Future — a planning meeting of the JVWR community

A Few COVID-19 facts: Oil was selling at a negative price; ZOOM is valued at $50 billion — worth more than the largest 7 airlines combined, and the USA is indeed “great again” at the number of fatalities (over 100K)!

In light of the COVID-19 Black Swan, communities around the world are starting to design their role and future. The JVWR 2000-person strong community is doing the same. Our role was always to facilitate the exchange of novel ideas in the areas of virtual worlds research. The current situation behooves us to act.

On July 1st, we will be gathering over Zoom (webinar format) to strategize our role and future as a community, with an emphasis on our response to COVID-19. The meeting will commence with a presentation by Professor Yesha Sivan on the Three New Normals (3NN) model. We invite you to register to the event.

Wednesday, July 1, 2020




Please note that if you are an editor and/or you have responded to our JVWR community call for action, you have received a personalized invitation with a separate email.

For inquiries please contact Ms. Tzafnat Shpak or email us to [email protected]

Original call


The Dark Side of Virtual Worlds

The JVWR, Volume 13, No. 1

Published: March 31, 2020

Issue editors:

Angie Cox, Trident University International, Cypress, CA, USA, (Prime)

Felipe Becker Nunes, Antonio Meneghetti College, Santa Maria, RS – Brazil

Miao Feng, NORC at the University of Chicago, USA

Oskar Milik, Northwood University, Midland, MI, U.S.A

The Journal of Virtual World Research’s “The Dark Side” issue dives into some fascinating ideas about how evil is represented in the virtual worlds of digital games. This issue includes five articles elaborating on the motivations for evil acts and their outcomes, hostile competitiveness, classification of deviant leisure, how immoral acts are determined, and our ability to thwart these cruel activities in the virtual environments and games.

The name of this special issue, “The Dark Side” is purposeful. It takes a critical look at the things we consider evil within virtual worlds. These five manuscripts address the types of activities that constitute evil, the rationale and intentions for these actions, and the impacts of these malicious events.

When we started planning the “Dark Side of Virtual Worlds” issue last year, NO ONE IMAGINED that humanity would be in ONE OF ITS DARKEST times – the age of COVID-19. Consequently, and of special interest to our JVWR (Journal of Virtual Worlds Research) community, much of human activity, be it meeting your parents or kids, taking a course or learning a new skill, or hanging with friends or colleagues – is virtual.

Virtual technologies, theory and practice, are now core. Thus, our JVWR community is called upon to provide guidance, and we are required to collectively think and do.

Original call: Dark Side Special Issue

Editor-In-Chief Corner

Rising to the Challenge of Virtual in the Age of COVID-19: The Macro Framework of Three New Normals (3NN)

Yesha Y. Sivan

Issue Editors’ Corner

Editorial – The Dark Side of Virtual Worlds

Angie Marie Cox

Peer Reviewed Research Papers

Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values

Enrico Gandolfi, Francesca Antonacci

Toxic Teammates or Obscene Opponents? Influences of Cooperation and Competition on Hostility between Teammates and Opponents in an Online Game

Dave McLean, Frank Waddell, James Ivory

Destruction as Deviant Leisure in EVE Online

Kelly Bergstrom

The Griefer and the Stalker: Disruptive Actors in a Second Life Educational Community

Jean-Paul Lafayette DuQuette

Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability

Stefano Gualeni

6..10-Jan-2020, Las Vegas, USA: DreamlandXR


DreamlandXR combines MUSIC + TECHNOLOGY + E-SPORTS

When: 6-10 January 2020

Where: Las Vegas

DreamlandXR features four days of top-rated XR future tech events and EDM music programming on the Las Vegas Strip during CES®.

DREAMLANDXR is dedicated to driving transformative changes in the immersive technology industry that perpetuate the expansion of the medium for both developers and consumers alike.

It’s the proving ground for transformative tech such as 5G connectivity, artificial intelligence, augmented and virtual reality, smart cities, sports, robotics and more.

CES® 2020 Is the Global Stage for Innovation
CES is the largest and most influential technology event on the planet. Every major and emerging industry is represented, the entire technology ecosystem gathered together in one place to conduct business.


Assembled 2019

The JVWR, Volume 12, No. 3

Published: December 13, 2019

JVWR Assembled 2019 cover Vol 12 No 3

Issue editors:

Angie Cox, Trident University International, Cypress, CA, USA, (Prime)

Felipe Becker Nunes, Antonio Meneghetti College, Santa Maria, RS – Brazil

Miao Feng, NORC at the University of Chicago, USA

Jason Coley, Maria College, Albany, New York, USA

The Journal of Virtual World Research Assembled 2019 issue, presents six striking studies that spread over a plethora of subjects, all aimed to expand the Virtual World knowledge bank for the benefit of practitioners and academics alike. These studies broaden the understanding of a Virtual World user’s experience associated with presence and immersion, governance within the worlds, learning success mechanisms, as well as users’ interactions and relationships. Each of these topics provides traction in obtaining the highest advances in the application of Virtual Worlds within society.

Original call: CfP – Assembled 2019

Issue Editors’ Corner

Editorial Assembled 2019

Angie Marie Cox, Felipe Becker Nunes, Miao Feng, Jason Coley

Peer-Reviewed Research Papers

User Characteristics, Trait vs. State Immersion, and Presence in a First-Person Virtual World

Lynna J. Ausburn, Jon Martens, Charles E. Baukal, Jr., Ina Agnew, Robert Dionne, Floyd B. Ausburn

Augmented Reality Plant & Animal Cells: Design and Evaluation of an Educational Augmented Reality Application

Malek El Kouzi, Omar Bani-Taha, Victoria McArthur

Extending the self: Player-avatar relations and presence among U.S. and Chinese gamers

Zhenyang Luo, David Westerman, Jaime Banks

GaeltechVR: Measuring the Impact of an Immersive Virtual Environment to Promote Situated Identity in Irish Language Learning

Naoise Collins, Brian Vaughan, Charlie Cullen, Keith Gardner

Fast Cars and Fast Learning: Using Virtual Reality to Learn Literacy and Numeracy in Prison

Jimmy McLauchlan, Helen Farley

The Proto-Governance of Minecraft Servers

Louis Rolfes, Kathrin Passig