Category: Topical Issues CfPs

CFP: MPEG-V and Other Standards

CFP: MPEG-V and Other Standards

Call for Papers on “Standards for Virtual Worlds” in The Journal of Virtual World Research

A special Issue edited by Jean H.A. Gelissen, Philips Research, Netherlands, Marius Preda, Institut TELECOM, France, Samuel Cruz-Lara, LORIA / INRIA Nancy Grand Est, France, Yesha Sivan, Metaverse Labs and the Academic College of Tel Aviv-Yaffo, Israel.

The Journal of Virtual World Research http://www.jvwresearch.org/ is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research. The field of virtual world research is a continuously evolving area of study that spans across many disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly work.

While the notion of virtual worlds in an evolving concept, to provide a base to build upon, we consider virtual worlds to be computer-based simulated environment where users interact with other users through graphic or textual representations of themselves utilizing textual chat, voice, video or other forms of communication. The term virtual worlds includes, is similar to, or is synonymous to the terms of virtual reality, virtual space, data-scape, metaverse, virtual environment, massively multiplayer online games, collaborative virtual environments, and immersive virtual environments.

After several issues addressing the technological, societal and economic aspects of Virtual Worlds, JVWR is calling for contributions related to standards, “formalized by standardization bodies” or “de facto ones”, that have or may have an impact in the large deployment of VW services, applications and products. Recent examples are the MPEG-V standard (http://wg11.sc29.org/mpeg-v/), published by ISO in 2011 and addressing interoperability of virtual objects and avatars and Web3D technologies for Real-Time 3D Communication (http://www.web3d.org).

Authors are invited to submit their work, under the form of short paper for blind reviewed by the international Program Committee. The papers must be innovative, original, and contribute to the advancement of understanding virtual worlds related standard technologies. Topics of interest include (but are not limited to):

  • User Interfaces to access and manipulate objects in virtual worlds
  • Money and solutions for virtual trading with real economical impact
  • User Identity
  • Scalability with respect to the number of concomitant users and complexity of virtual worlds
  • Dependency
  • Communication protocols and interchange media formats
  • Cross-platform and multi-platform access to virtual worlds
  • Multilinguality and e-inclusion

Submission instructions

Authors are invited to submit papers of up to 5 pages in PDF format via the JVWR Submission Site. Upon acceptance, the final revised paper is required also in electronic form. Accepted papers will be published online in the Volume 4, Number 2 of the Journal.

Deadlines

  • 30 March: submission of one page abstract
  • 15 April: reviewers’ feedback on the abstract
  • 30 May: deadline for full paper
  • 15 June: reviewers’ decision and comments for accepted papers
  • 30 June: submission of final version
  • 15 July: publication

CFP: Consumer Behavior in Virtual Worlds

CFP JVWR Issue on Consumer Behavior in Virtual Worlds

A Special Issue edited by:

Caja Thimm, University of Bonn, Germany
Natalie Wood, Saint Joseph’s University, USA

The Journal of Virtual Worlds Research (http://www.jvwresearch.org/) is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research. The field of virtual worlds research is a continuously evolving area of study that spans across many disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly work.

Motivation and Scope

Virtual worlds such as Second Life, IMVU, OpenSim and Google Lively are no longer the preserve of the stereotypical geek, nor are they just technical curiosities which companies, consumers, and other stakeholders in the marketplace can ignore. Gartner, Inc. (2007) estimates that by 2011, 80 percent of active Internet users, including Fortune 500 enterprises, will have a “second life” in some form of virtual world environment. It also seems clear, however, that virtual worlds, in whatever form, will be an expansive system of economic activity and will require an examination in the way in which users are engaged as consumers of both information and products.
 

Virtual worlds offer rich visual interfaces and real-time communication with other residents. Consumers enter these worlds in the form of avatars – online digital persona that they create. Participation rates are staggering:

  • Habbo Hotel targets 13 -18 year olds and boasts over 92 million registered users and over 8.5 million unique users each month (Sulake Corporation 2008).
  • Gaia Online attracts more than 2 million unique visitors each month with 300,000 of their members logging in for an average of two hours per day (Gaia Interactive Inc 2008).
  • Many Fortune 500 companies including GM, Dell, Sony, IBM and Wells Fargo are staking their claim to online real estate in worlds such as Second Life, There.com and Entropia Universe.
  • In the past 18 months alone approximately $1.5 billion has been invested in companies developing technologies for virtual worlds.
  • Management Consulting Company McKinsey & Company predicts that “Virtual worlds such as Second Life will become an indispensable business tool and vital to the strategy of any company intent on reaching out to the video-game generation” (Richards, 2008)

As individuals effortlessly move back and forth between their real and virtual environments we can only imagine the ramifications for identity formation and the impact these environments will have on consumer behavior.

Submission Instructions

The second issue of the Journal of Virtual Worlds Research is dedicated to exploring topics related to consumer behavior in general and social identity in particular. We encourage participation from across the disciplinary spectrum from such fields as marketing, consumer psychology, cognitive studies, computer science, information and knowledge management, business and management, sociology, economics, and communications. We strongly encourage submissions that illustrate key findings with examples and case studies; experimental research; innovations; and best practices for the integration of virtual worlds technologies into the day-to-day lives of users.

Possible topics include, but are not limited to:

  • Avatars, the self and attitude change
  • Consumer motivation and involvement
  • Marketing communication in virtual worlds
  • Social identity in virtual worlds
  • Effective uses of virtual worlds for engaging users
  • Innovative uses and tools in virtual worlds
  • Branding in virtual worlds
  • Ethical practices in virtual worlds
  • Public policy, governance and virtual worlds
  • Taxation and virtual worlds
  • Virtual influence and decision making
  • Economies in virtual worlds
  • Engaging the digital native
  • Cognitive connect in virtual worlds
  • Serious gaming and business
  • Gender and sexuality issues in virtual worlds
  • Sex economy and virtual prostitution
  • Virtual real estate
  • Leadership training and virtual worlds
  • Limitations and/or advantages of consumer activities in virtual worlds
  • Development of new tools and techniques for sales and marketing in virtual worlds
  • Best practices, lessons learned, best innovations tested in virtual world markets

The term “virtual worlds” referred to herein is built upon the definitions explored by numerous authors in the first edition of the Journal. It encompasses online, graphical spaces such as: Second Life, Vside, Active Worlds, HiPiHi, Kaneva, Entropia Universe, Webkinz, Neopets, Club Penguin, Habbo, Whyville, TyGirlz, RuneScape, Cyworld, there.com, and Forterra Systems, as well as, numerous developing and open source platforms.

For Clarification: Full research papers should not be oriented towards an examination of future possibilities in virtual worlds. The Journal offers the formats of monographs, essays, and “think-pieces” that provide the opportunity for the exploration of concepts and possibilities with fewer restrictions than full research papers.

We welcome submissions in the form of full research papers, research-in-brief papers, “think-pieces”, essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

For specific submission instructions and detailed descriptions of the different submission formats visit: http://jvwresearch.org

Deadlines and Timeline

  • Abstract – August 20, 2008
  • Full manuscript – September 1, 2008
  • Publication: October 15, 2008

Further Information

Please contact:

Caja Thimm, University of Bonn, Germany, cth AT ifk.uni-bonn DOT de
Natalie Wood, Saint Joseph’s University, USA, nwood AT sju DOT edu

CFP: Research – Past, Present & Future

CFP: JVWR 1st Issue on Research – Past, Present & Future

We are pleased to announce the open call for papers for the first issue of the Journal of Virtual Worlds Research (JVWR), an open-access, peer-reviewed, transdisciplinary, international academic journal.

Founded and edited by: Jeremiah Spence, University of Texas at Austin, USA

Issue #1 JVW Research

Motivation and Scope

The objective of the JVWR is to provide a forum for researchers across the academic spectrum to publish cutting edge scholarship and to engage the academic and creative communities in discourse on the wide variety of topic areas that are involved in virtual worlds research, including history of virtual worlds, cultural and social theory, quantitative research, qualitative research, virtual ethnography, pedagogy, education and virtual worlds, development, experimentation, ideas and the intersection of virtual worlds and society.  The field of virtual worlds research is a continually evolving area of study that spans across many disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly work.

We would like to take this opportunity to invite collaborators, reviewers and contributors to participate in the development of the Journal of Virtual Worlds Research. We are thrilled to announce our first open call for papers and a specific call for contributions to the inaugural edition of the journal, which will build on the theme of: “Virtual Worlds Research: Past, Present and Future”.

We invite original research, essays, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship to be submitted for both the inaugural edition of the JVWR and consideration for publication in future issues of the journal.

We look forward to your collaboration and contributions. Please feel free to contact us if you have any questions or comments.

Yours,
Jeremiah Spence
Founding co-editor,
Journal of Virtual Worlds Research

Joseph Lopez
Founding co-editor,
Journal of Virtual Worlds Research

Sponsors include:

  • University of Texas Virtual Worlds Working Group, UT-Austin
  • Advanced Communications Technologies Laboratory (ACTlab), UT-Austin
  • Eduverse, A Virtual Education Foundation, Amsterdam, Netherlands

Reviewers include:

  • Allucquére Rosanne “Sandy” Stone, ACTlab/UT-Austin, USA
  • Jorge Peña, Communication Studies/UT-Austin, USA
  • Robert Shephard, Eduverse Foundation, Amsterdam, The Netherlands
  • Suely Fragosa, Universidade do Vale do Rio dos Sinos (UNISINOS), Porto Alegre, Brazil
  • Edward Castranova, Synthetic Worlds Initiative, UIndiana (not yet confirmed), USA

CFP: Law and Virtual Worlds

CFP Journal of Virtual Worlds Issue on Law and Virtual Worlds

A Special Issue edited by:

Melissa de Zwart, Adelaide Law School, Australia

Greg Lastowka, Rutgers School of Law-Camden, USA

Dan Hunter, New York Law School. USA

created by nyx breen for the faculty of law uwa
 
The Journal of Virtual Worlds Research (http://www.jvwresearch.org/) is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research. The field of virtual worlds research is a continuously evolving area of study that spans across many disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly work.

Motivation and Scope

This special issue will focus on legal questions generated by the creation, regulation and participation in virtual worlds. We are looking for papers that explore beyond the basics of ‘the magic circle’ (asserting that virtual worlds are immune from external laws and norms) and consider emerging legal issues that may encourage or inhibit the uptake of virtual worlds. In particular, we are interested in papers that adopt a multi-jurisdictional focus and which propose new ways that the legal issues may be approached by developers and regulators. Innovative and creative papers are encouraged.

Given the audience and nature of the JVWR we are looking for papers which are accessible to a non-legal readership. They should demonstrate a good awareness of the nature of virtual worlds.

Authors are invited to submit papers that are innovative, original, and contribute to the advancement of understanding of law as it applies to virtual worlds. Papers will be considered by the Guest Editorial Board and reviewed by expert referees using our double -open policy. Double-open policy means that in general, authors do not need to anonymize their papers, and reviewers identity is also known to authors. For more details about see JVWR site –> About JVWR –> For Authors –> Our double-Open Policy.

Possible topics include, but are not limited to:

  • Jurisdiction and rule-making
  • Governance and community management
  • Player rights
  • Virtual property
  • Dispute resolution
  • Intellectual property, modding, user-generated content
  • Privacy, identity and data collection
  • Security and hacking
  • Crime
  • Freedom of speech, freedom of expression, discrimination, access and hate speech

Submission Instructions

Authors are invited to submit papers of up to 6000 words (including footnotes and references) via the JVWR publishing system (see www.jvwreserach.org> about > for authors). Accepted papers will be published online in the Volume 6, Number 2 of the Journal, 2013.

Deadlines and Timeline

Authors can submit a 600 word abstract as of the publication of the call.

Please use the Journal publishing system (login at the top right of the journal site, state that your submission is for the Legal issue.)

Abstract submission will give authors quick feedback on the relevance and appropriateness of their topic and allow editors to identify reviewers as soon as possible.

  • Final deadline for Authors to submit abstracts for Editors’ comments: 30 June 2012
  • Editors submit comments on the Abstracts to Authors: 30 Aug 2012
  • Authors submit full paper: 30 Dec 2012
  • Editors send Reviewers’ feedback on the paper, and indication of acceptance or rejection: 15 February 2013
  • Submission of revised paper (if necessary): 30 April 2013
  • Editors’ decision and comments for accepted papers: 20 May 2013
  • Authors Submission of final version: 15 June 2013
  • Staff editors & authors work till planned Publication Date: 15 July 2013

Further Information

Please contact:

Melissa de Zwart, Adelaide Law School, melissadez AT gmail.com

Greg Lastowka, Rutgers School of Law-Camden, lastowka AT camden.rutgers.edu

Dan Hunter, New York Law School, USA

CFP: Real Virtual Worlds and Serious Games

CFP MCIS 2012 Track on Real Virtual Worlds and Serious Games

At the 7th Mediterranean Conference on Information Systems (MCIS 2012)
September 2012, Guimarães, Portugal

MCIS 2012 logo AIS logo

Track Chairs

Ruti Gafni, Tel-Aviv Yaffo Academic College, Israel. rutigafn AT mta.ac.il
Nitza Geri, The Open University of Israel. nitzage AT openu.ac.il
Yesha Sivan, Tel-Aviv Yaffo Academic College, Israel. yesha.sivan AT mta.ac.il

About MCIS 2012

Adopting emergent knowledge and technologies to develop innovative Information Systems (CloudWisdom)
Guimarães, Portugal – September 8-10, 2012 http://www.mcis2012.org

The Conference will address the design of web services, along with their business models, as well as the development and implementation of information systems that enhance the use and application of knowledge and expertise in a global scale, with the aim of supporting co-creation and the development of innovative solutions to the economic and social challenges that the World faces today.

MCIS 2012 aims to:

  • Inspire innovative and informative IS research that promotes smart, sustainable and inclusive growth of the Mediterranean Region.
  • Foster ground breaking IS research to improve the quality of life in the Mediterranean Region through enacting the distributed intelligence of Mediterranean populations and promoting the value of knowledge assets they produce.
  • Raise the visibility of IS-related research, education, policy, and practice carried out in the Mediterranean Region.

Fast-Tracking

Authors of selected high-quality papers will be invited to submit their work to a special issue of the Journal of Virtual Worlds Research. See http://jvwresearch.org.

More about MCIS 2012 Tracks can be found here.

Track Information

Interest in virtual worlds has increased in the last years (For example: Wasko, Teigland, Leidner, and Jarvenpaa, 2011). These artificial environments, which emerged from the gaming and role-play world, have developed to serious applications suitable for various domain such as general business, traveling, teaching (Baker, Wentz, and Woods, 2009), and more. Inexpensive commodity-based products, such as computers and high-speed internet, help making sophisticated simulation technologies affordable and more accessible. Virtual Worlds are 3D, immersive graphical environments representing realistic or imaginary worlds. A “Real Virtual World” is defined as a combination of 3D – 3C: a three- dimensional world in which Communities of real people interact, creating Content, stuff and services, and producing real economic value through e-Commerce (Sivan, Bloomfield, and Gelissen, 2009). Simulations in a virtual world have a number of advantages, for example: the possibility to simulate expensive real-world resources, performing collaborative tasks without meeting physically, and training people in risky activities that would be dangerous in the real world. Moreover, the activities are committed in a “gaming” like interaction, which motivates people to perform even routine and annoying activities.

The aim of this track is to examine the opportunities and challenges that such developments pose to organizations, and their potential impacts on competitive, organizational, and legal issues. This track will be of interest to researchers, students,
educators, virtual world users, and anyone interested in the potential implications of virtual worlds to organizations, businesses, and individuals.

Track Submission Instructions

Researchers are cordially invited to submit their full research papers (7-12 pages), research-in-progress papers or extended abstracts (3-7 pages). Topics of interest include, but are not limited to:

  • The business value of virtual worlds
  • Deploying virtual worlds in the workplace
  • Business gaming
  • Virtual worlds through mobile devices
  • Training and evaluation in virtual worlds
  • Case studies of experimental projects
  • Traditional vs. virtual organizations
  • Serious games
  • Virtual Reality
  • Augmented Reality
  • Work-related learning in virtual worlds
  • New business models and strategies in virtual worlds
  • Virtual worlds as disruptive innovation for organizations
  • Products and services suitable for virtual worlds
  • Business activities suitable for virtual worlds (recruiting, research, development, marketing, sales, etc)
  • Security issues in virtual worlds

All submissions must be in English and will be blind reviewed by at least two referees.

Important Dates

Paper submission deadline: March 9, 2012
Notification of acceptance: May 11, 2012
Final paper submission: June 1, 2012

If you have any questions please do not hesitate to e-mail the track co-chairs.

Bibliography

Baker, S. C., Wentz, R. K., and Woods, M. M. (2009). Using Virtual Worlds in Education: Second Life® as an Educational Tool. Teaching of Psychology, 36(1), 59- 64.
Sivan, Y., Bloomfield, R., and Gelissen, J. (2009). Special Issue on Technology, Economy and Standards in Virtual Worlds. The Journal of Virtual Worlds Research, 2(3). ISSN: 1941-8477.
Wasko, M., Teigland, R., Leidner, D., and Jarvenpaa, S. (2011). Stepping into the internet: New ventures in virtual worlds. MIS Quarterly, 35 (3), 645-652.

CFP: Managerial and Commercial Applications

CFP Journal of Virtual Worlds Issue on Managerial and Commercial Applications of Virtual Worlds

A Special Issue edited by:

Shu Schiller, Wright State University, USA

Brian Mennecke, Iowa State University, USA

Fiona Fui-Hoon Nah, University of Nebraska-Lincoln, USA

The Journal of Virtual Worlds Research (http://www.jvwresearch.org/) is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the many 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.

Motivation and Scope

The intriguing potential of virtual worlds has attracted a significant amount of scholarly work in the business research domain. As much as we recognize the invaluable contribution made by scholars in this area, we also see the need for more research that can offer visionary perspectives to shape the future design and use of virtual worlds. Through the business lens, virtual worlds are often perceived to be promising yet risky and exciting yet formidable for the use and management of individual and collaborative work. Scholars and practitioners are confronted with an apparent contradiction: on the one hand, the business case for virtual worlds appears to offer great promise; while on the other hand, the observed returns and demonstrable successes are often absent or negligible.

This special issue on “managerial and commercial applications” of virtual worlds aims to highlight research that makes a significant and novel contribution in theory and practice about virtual worlds in the business domain. We are seeking papers that showcase new directions for research by examining technical, behavioral, economic, and/or social perspectives of virtual worlds in organizational and business environments. In particular, we are interested in papers that enable us to better understand managerial and organizational issues associated with virtual worlds and how these environments should be designed, used, and managed for commercial and managerial purposes to enhance business value. We especially welcome innovative and creative research that enables our audience to see the new possibilities offered by the unique affordances of virtual environments.

Authors are invited to submit original scholarly manuscripts that will make significant contributions to the advancement of our understanding of managerial and commercial applications as it applies to virtual worlds. We encourage diverse methodological approaches and welcome both qualitative and quantitative research studies, as well as theoretical, conceptual, and empirical studies.

Possible topics include, but are not limited to:

•Novel and innovative design and development of managerial and commercial applications of virtual worlds

•The use, management, and evaluation of virtual worlds in organizational settings

•Individual and group behaviors in virtual worlds that are used for business purposes

•Process and governance of individual and collaborative group behaviors and mechanisms in virtual worlds

•The role of psychological and social attitudes and characteristics on behaviors, processes and outcomes in virtual worlds

•Ethics, privacy, security, and trust issues related to virtual worlds in the business domain

•Intra- and inter-organizational communication and collaboration and cultural issues in virtual worlds

•Business and economic models of virtual worlds

•Power and political issues related to individual, group, organizational, and societal behaviors in virtual worlds

•Commercial applications and commercialization of virtual worlds technologies and environments

Submission Instructions

Authors are invited to submit original scholarly papers of up to 6000 words including footnotes, references, and appendices. Interested authors should submit a two-page extended abstract by the deadline indicated below. All submissions (abstracts and papers) should be made via the JVWR publishing system (see www.jvwreserach.org > About JVWR > For Authors). All submissions will be blind reviewed. Accepted papers will be published online in the Volume 5, Number 3 (2012) of the Journal.

Deadlines and Timeline

Authors submit abstract: May 15, 2012

Editors return comments on abstracts: May 30, 2012

Authors submit full paper: July 1, 2012

Editors return review report and initial decision: September 1, 2012

Authors submit revised paper: October 1, 2012

Editors return final comments and decision: November 1, 2012

Authors submit final version: November 30, 2012

Publication: December 31, 2012

Connection with Americas’ Conference on Information Systems (AMCIS)

amcis logo

Interested authors are welcome but not required to submit papers to the ‘Virtual Communities and Virtual Worlds’ Track at AMCIS 2012 (link below). This is a good opportunity to receive feedback and comments to enhance your paper.

http://amcis2012.aisnet.org/index.php/program/tracks-and-minitracks/68

Further Information

Please contact:
Shu Schiller shu.schiller AT wright.edu
Brian Mennecke mennecke AT iastate.edu

Fiona Fui-Hoon Nah fnah AT unlnotes.unl.edu

CFP: Asian Perspectives

CFP Journal of Virtual Worlds Issue on Asian Perspectives & Special Seminar on Virtuallity in the 11th Wuhan International Conference on E-Business, May 26-27, 2012 in Wuhan, China

The Journal of Virtual Worlds Research (http://jvwresearch.org/) is happy to announce the call for this “Asian Perspectives on Virtual Worlds” issue with a special Seminar on “Virtuallity as a Frontier for MIS research” as part of The Eleventh Wuhan International Conference on E-Business (An AIS Affiliated Conference) (http://www.whiceb.com/), May 26-27, 2012 in Wuhan, China.

Enclosed are details re:

1. The issue Call for JVWR

2. The seminar on Virtuallity, and

3. The Entire conference:

 

1. JVWR issue on Asian Perspectives on Virtual Worlds

Guest Editors

Kenneth Y T Lim, National Institute of Education, Singapore

Young Hoan Cho, National Institute of Education, Singapore

Michael Vallance, Future University, Hakodate, Japan

Deadlines

Authors submission of abstract: Mar 1, 2012 using the Journal the system (login at the top right of the journal site, state that you aim at the Asian Perspective issue.) Abstract submission will give authors quick feedback and allow editors to identify reviewers asap.

Editors submit comments: Mar 15.

Authors submission of full paper: Jun 1, 2012

Editors review report and initial decision to authors: Jul 1, 2012

Authors submission of revision: Aug 1, 2012

Editors final decision and comments to authors: Aug 15, 2012

Authors submission of completed, final version of paper: Sep 01, 2012

Staff editor & authors work till Planned Publication Date: Sep 30, 2012

About

We are interested in topics like socio-cultural framings of virtual worlds, game-based worlds and the communities that emerge within them as well as special technologies that have emerged in the region. Commentators such as Engeström (1999) have given us lenses through which to investigate such interactions and growth.

When highlighting patterns of usage of virtual worlds, the mass media tends to draw generalisations from anecdotal extremes of the neglect of families and acts of gang-related or self-inflicted violence; other generalisations are drawn about the outsourcing of the acquisition of in-game resources. We argue that understandings of virtual worlds from Asian perspectives must be broader than these naîve generalisations.

The purpose of this special issue is to seek a nuanced landscape of virtual worlds from Asian perspectives – a landscape which encompasses both peaks and valleys, as opposed to one which emphasizes some at the expense of others.

Congruent with this approach, the question of whether there are indeed “Asian perspectives” and the forms these might take, might be articulated along the following lines of inquiry:

  • a straightforward sub-regional approach (such as, but not limited to, the impact of virtual worlds in northeast Asia);
  • position papers and academic research which foreground the evolutionary trajectory of community-growth as embedded within Oriental (as opposed to Occidental) cultures;
  • in this latter regard, considerations might even be taken of the distinctions – and interplay – between the in-world actions of protagonists as informed by their respective cultural worldviews, and their wider constructs of identity and self within their home-cultures as they participate in their regular everyday activities.

We therefore invite position papers and interim reports of research studies which might shed light on the preceding issues, such as – but not limited to:

  • comparative studies on the use, understandings and significance of virtual worlds and game-based worlds across Oriental and Occidental cultures;
  • ethnographies of protagonists and players living and operating within Asian societies;
  • longitudinal studies of in-world and cross-world community emergence and growth from Asia;
  • research studies on interventions within a diversity of Asian contexts, such as formal education and / or non-formal learning;
  • descriptive studies of protagonists and players of Asian origin, focusing on how their in-world actions and identities might have been shaped by wider cultural factors – and vice versa.

Guidelines

We welcome submissions in the form of full research papers, research-in-brief papers, “think-pieces,” essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

For specific submission instructions and detailed descriptions of the different submission formats visit: http://jvwresearch.org

Further Information

Please contact:

Kenneth Y T Lim voyager AT mac.com

Young Hoan Cho younghoan.cho AT nie.edu.sg

Michael Vallance mvallance AT mac.com

2. A Special Seminar on Virtuallity as a Frontier for MIS Research as Part of The Eleventh Wuhan International Conference on E-Business

Wuhan Logos

The JVWR will host a seminar at The Eleventh Wuhan International Conference on E-Business (An AIS Affiliated Conference)  (http://www.whiceb.com/), May 26-27, 2012 in Wuhan, China. It is widely recognized in the region and beyond as an excellent and fascinating academic conference on e-Business. Topics include, but are not limited to, e-Business and development, IT/IS for E-Business, Knowledge Management and Business Intelligence, Human Behaviors in IS Application, Innovation Management and IT Application, and Operations & Services Management. The conference paper submission deadline is Jan 20, 2012.

Talks include:

a. The Five Challenges of Virtual Worlds Research

Dr. Yesha Y. Sivan — Tel Aviv Academic College. Tel Aviv, Israel.

Abstract:

Real virtual worlds are defined as an integration of four factors: 3D, Community,

Creation, and Commerce (AKA 3D3C). The more we have of these factors the

closer we get to real virtual worlds. In that sense IMVU, Second Life, and Entropia

are more real virtual worlds than Club Penguin, World of Warcraft, and SIMS online.

In the talk five research challenges that deal with interface, money,

dependency, identity, and scale-ability.

Bio:

Dr. Yesha Sivan is the head of the Information Systems Program (http://is.mta.ac.il) at the School of Management and Economy at the Tel-Aviv-Yaffo academic college (http://www.mta.ac.il). He is also the founder of Metaverse Labs (MVL) – a leading think tank focusing on connecting virtual and real worlds. Dr. Sivan professional experience includes developing and deploying innovative solutions for corporate, hi-tech, government, and defense environments (see for example: the Harvard 9-Keys for Knowledge Infrastructure). He published numerous papers in the areas of Strategy and IT, knowledge, 3D3C virtual worlds, and standards. Dr. Sivan received his doctorate from Harvard University. His avatar is Dera Kit, and his blog is http://www.dryesha.com. He has taught EMBA, MBA, engineering and design in the areas of strategic value of IT, the emergence of virtual worlds, and software development in virtual worlds.

b. Six Learnings Framework for Curriculum in Fictive Worlds

Dr. Kenneth Y T Lim — Office of Education Research, National Institute of Education, Singapore

Abstract:

Since 2010, some schools in Singapore have been using Second Life in the teaching and learning of key concepts in geography, such as geomorphology and map literacy. These interventions have been in-part funded by the Ministry of Education and the National Institute of Education in Singapore. The curricular units designed around these topics have been informed by the Six Learnings framework for curriculum design in fictive worlds and virtual environments, which was conceptualized by Kenneth in 2008. Since then, the framework and findings have been shared at both geographical- and virtual worlds-related conferences in Southeast Asia, Britain and the United States. In this talk, Kenneth will share some of the critical insights and the underlying philosophy which have informed these investigations.

Bio:

Kenneth Y T Lim is a Research Scientist at the Office of Education Research, National Institute of Education, Singapore. His research interests are the affordances for learning of fictive worlds and virtual environments such as Second Life. To this end, he works closely with teachers from schools in Singapore, and with the Ministry of Education, to develop curricular interventions which leverage these affordances.

c. Monetizing Virtual Worlds: the Case of Anshe Chung Studios

Ailin Graef — CEO of Anshe Chung Studios, Ltd. (Hubei, China)

Abstract:

Globally accessible virtual worlds provide an opportunity for new

forms of collaboration and organization. In this workshop Ailin Graef

will discuss several successful virtual world use-cases in the

for-profit, non-profit and educational sectors. She will also share

her experience in harvesting talent in China and overseas to create

value in virtual worlds.

Bio:

Ailin Graef is a pioneer in virtual world entrepreneurship and

monetization of computer game economies. In 2006, using the pseudonym

“Anshe Chung”, she became the world’s first virtual world millionaire

and received global media recognition for building a virtual real

estate business inside Second Life. Since then she has been involved

in the creation of several successful 3D social media startup

companies including Anshe Chung Studios, Ltd. (Hubei), Virtuatrade,

LLC (PA), Reality Network, Ltd. (Wuhan), Frenzoo, Ltd (HK) and 3D

Avatar School, Ltd (HK).

Ailin originally graduated from Beijing Foreign Studies University and taught at the Huanggang Normal University before becoming involved with online media.

For participation at the workshop in Wuhan please contact : Info AT jvwresearch.org

3. About The 11th Wuhan International Conference on E-Business http://www.whiceb.com/

About

The annual Wuhan International Conference on E-Business (WHICEB) promotes intellectual research and facilitates academic and corporate networking in e-business and relevant fields. The conference aims at presenting innovative initiatives, solutions and approaches to making the Internet a productive and efficient alternative for the new eWorld. As emerging digital environments generate new ways of communication and interaction between individuals, organizations and societies we need to examine the structures, processes and operations to ensure our migration to a more reliable eWorld. We also have to identify entrepreneurial opportunity of e-business and to help enterprises for the challenges ranging from technological to behavioral issues, from marketing to privacy issues, from effectiveness to security issues. Moreover, it is essential that managers, employees and citizens take actions at both the macro and the micro levels; our discourse focuses on designing suitable organizational configurations, effective and efficient processes, new kinds of products and services, and necessary infrastructures and technologies. In this global world, we need to leverage technologies and manage processes of services and products for the e-business.

Wuhan International Conference on E-Business holds annually in May, and is widely recognized in the region and beyond as an excellent and fascinating academic conference. We have successfully held ten WHICEB conferences in the past since 2000. We welcome paper submissions from different aspects of business and from different disciplines. Conference proceedings will be listed in the Index to Scientific & Technical Proceedings® (ISTP) or in the Index to Social Sciences and Humanities Proceedings® (ISSHP). The proceedings will also be available at AIS eLibrary, and will be  submitted to EI (Engineering index). Selected best papers from the proceeding will be recommended to the following international academic journals/special issues: Electronic Markets-The International Journal on Networked business, International Journal of Information Technology and Management, International Journal of Services Technology and Management ,International Journal of Mobile Learning and Organization, International Journal of Revenue Management , Chinese Journal of Management, International Journal of Networking and Virtual Organizations, International Journal of Business Process Integration and Management ,International Journal of Biomedical Engineering and Technology, Electronic Government: An International Journal, Journal of Theoretical and Applied Electronic Commerce Research, China Journal of Information Systems, etc.

Conference Topics

There are six major tracks in this conference.  Topics listed below are suggested but not limited to.

E-Business and Developments – Topics including E- Commerce issues and developments, E-Business strategy and risks ,E-Business impacts across organizations ,E -Business value chain management, E -Business applications in service industries, Enablers and inhibitors of e-commerce in SMEs, Web-based marketing and mobile marketing, Privacy, security, and trust of e-commerce and mobile business , E-Health, Collaboration and innovation in online social networks, Collaboration and innovation in e-Government ,Web-based education and training, E-Business policies & regulations

IT/IS for E-Business – Topics including Workflow and business process tools and management for e-business, Services computing in e-business, Cloud computing ,Components, services and solutions for e-business ,Collaboration information systems and technology, ERP applications and business process innovation ,Adoption and diffusion of green IT/IS, Web-based Information Systems and Applications, Security and privacy methods and solutions for enabling e-business

Knowledge Management and Business Intelligence – Topics including Knowledge management processes and structures, Knowledge management in virtual teams and distributed contexts, Design,  development and use of knowledge management systems, Capturing and sharing knowledge in social networks, Data, text, and Web mining for business intelligence, Real-time decision making based on business intelligence, Leveraging business intelligence systems for knowledge creation, Business intelligence systems and collaborative business

Human Behavior in IS Applications – Topics including Human and social factors in e-business and IS adoption and deployment, Cultural factors for adoption and use of IT/IS, The impact of IS on human behavior in organizations, The impact of social networking web sites on human behavior in communications, IS impact people’s willingness or ability to switch to a new system, The social and behavioral impacts of emerging technology ,Organizational and human factors and the success of virtual teams, Human behavior change with the proliferation of online social networking.

Innovation Management and IT applications – Topics including ICT-enabled process innovation and analytics within and between organizations, IT outsourcing-enabled business transformation and new inter-organizational forms, IT project management methodologies, Entrepreneurship in technology innovation strategy, Strategic management, SME’s development strategy, Human resource management, Innovation and management of production systems, IT applications in accounting and finance management, Emerging market risk management, Development of capital markets in emerging economies, Cost control methods and international economics management.

Operations & Services Management – Topics including Green supply chain management, Distribution logistics service management, Customer relationship management in operations & service, Inter-organization cooperation and management, Service requirements analysis, modeling and design, Integration of IT services architecture and management with customer services, Methodologies and techniques for automated service composition and delivery, Business value of service and value co-creation, Quality control and management in operations &service, Service economics, risk, supply chain and life cycle

Details

Important Dates

Submission deadline for full manuscript: January 20, 2012

Acceptance announcement: February 28, 2012

Deadline for final camera-ready paper: March 15, 2012

Registration: March 15, 2012

Conference date: May 26-27, 2012

Paper submission 

Please use the manuscript submission system to submit your papers to WHICEB 2012 in http://www.whiceb.com

Submitted manuscripts in English will be limited to 8 pages and the additional page charge is $20 per page. The manuscripts must be formatted using the Conference Proceedings template. Formatting instructions can be found on the conference website.

Organizers

The Center for International Cooperation in E-Business ,China University of Geosciences, Wuhan, China

School of Economics and Management, China University of Geosciences, Wuhan, China

College of Business, Alfred University, Alfred, New York, USA

International Business Interface Inc. (IBII), USA

Sponsors

The Association for Information Systems(AIS)

China Association for Information Systems (CNAIS)

The China Information Economics Society

Baden-Wuerttemberg Cooperative State University Heidenheim, Heidenheim, Germany

Royal Melbourne Institute of Technology University, Melbourne, Australia

Ankara University, Ankara, Turkey

College of Business & Public Administration, University of North Dakota, USA

School of Management, New Jersey Institute of Technology, New Jersey, USA

FHS St. Gallen, University of Applied Sciences, St. Gallen, Switzerland

College of Management, Huazhong University of Sciences & Technology Wuhan, China

Business School, Wuhan University, Wuhan, China

College of Information Management, Wuhan University, Wuhan, China

College of Management, Wuhan University of Technology, Wuhan, China

Xinhua College of Finance and Insurance, Zhongnan University of Economics and Law, Wuhan, China

School of Business and Administration, Zhongnan University of Economics and Law, Wuhan, China

Information Management Department, Huazhong Normal University, Wuhan, China

Graduate School of Systems Engineering, Wuhan University, Wuhan, China

China E-Commerce Association Wuhan Representative Office, Wuhan, China

China Journal of Information Systems, School of Economics and Management, Tsinghua University, China

Chinese Journal of Management, Huazhong University of Technology and Sciences, Wuhan, China

Co-Chairs

Jing Zhao, CICEB, China University of Geosciences, Wuhan

Wilfred V. Huang, Alfred University (fhuang AT alfred.edu)

Editor

Frank G Duserick, Alfred University, USA

Contact at:

Zhang Yao , Luxi Lin, Jing Wang, Chunming Wu and Zhen Zhu (Conference Coordinator)

E-mail:wuhaniceb AT gmail.com for authors outside China ,  whiceb AT yahoo.com.cn for authors in China

Address: School of Economics and Management, China University of Geosciences, Wuhan 430074, P. R. China

CFP: Virtual Worlds – Meta Analysis

Save the Date: JVWR Workshop ICIS 2013 (Milan, Italy December 15, 2013) and CFP for “Virtual Worlds – Meta Analysis” Issue

Versions:

07 March, 2013: Save the date & a preliminary call.

Motivation and Scope

The first thematic issue of our 7th year (next year) will focus on meta analysis of virtual worlds. The issue will connect with JVWR workshop in Milan, Italy on December 15th  (as part of AIS ICIS 2013 http://icis2013.aisnet.org/).

 

For this issue, “meta-analysis” means a particular review of corpus of knowledge about an aspect of virtual worlds. It can be a classic literature review, or a more formal statistical meta analysis (see http://en.wikipedia.org/wiki/Meta-analysis). Alternatively, we are open to other forms suggested by authors.

Thus, we are looking for:

* …Feedback re potential areas to analyze and summarize (will be listed in the updated CFP).
* …Authors that take a summative approach to a particular area of virtual worlds.
* …Editors who will join the Managing editor in leading this unique issue.

Send email to info AT jvwresearch DOT org.

We already have initial submissions in the areas of:
* Collaboration
* Medicine
* Learning
* Art

Possible topics include, but are not limited to:

* Measuring virtual worlds
* Defense related virtual worlds
* Relations and virtual worlds
* Virtual Worlds and mobile
* Music and virtual worlds
* Virtual Worlds for Sales
* Virtual worlds and the web
* Embedding virtual worlds
* and more…

Submission Instructions

Authors are invited to submit original scholarly papers of up to 7500 words including footnotes, references, and appendices. Interested authors should submit a two-page extended abstract by the deadline indicated below. All submissions (abstracts and papers) should be made via the JVWR publishing system (see www.jvwresearch.org > About JVWR > For Authors). All submissions will be reviewed under our double open policy http://jvwresearch.org/index.php/2011-07-30-02-51-41/for-authors.

Accepted papers will be published in Volume 7, Number 2 (2014) of the Journal (subject to changes).

 

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

Deadlines and Timeline

May 19, 2013 – Authors submit proposed extended abstract or initial papers

June 3, 2013 – Editors make decisions about proposals

August 4, 2013 – Authors submit full paper

September 2, 2013 – Editors return review report and initial decision

September 29, 2013 – Authors submit revised paper

November 3, 2013 – Editors return final comments and decision

December 15-18, 2013 – ICIS JVWR workshop

January 12, 2014 – Authors final submit based on comments directly to JVWR coordinator

February 16, 2014 – Publication: Q1 2014

 

Connection with 2013 International Conference on Information Systems (ICIS 2013)

 

Authors with accepted and conditional accepted papers will be invited to the ICIS 2013 Milan workshop, where we will meet with the editors, fellow authors, and other JVWR community members.

Further Information

TBD

CfP: Technology, Economy, and Standards

Call for Papers

Published: 2009


Deadlines

First call

  • 30-Mar-2009 – You submit an abstract
  • 15-Apr-2009 – We send initial response
  • 30-Apr-2009 – Digital submission. See How to submit digitally (if you have problems please send email to yesha.sivan at metaverse-labs.com)

Second Call

  • 30-May-2009 – You submit an updated or new abstract (if abstract was labeled “needs more work”). You must use Digital Submission. See How to submit digitally (if you have problems please send email to yesha.sivan at metaverse-labs.com)
  • 15-Jun-2009 – We send initial response.

Early Final Submit

  • 02-Aug-2009 – You submit Final Full manuscript.
  • 16-Aug-2009 – We send notification of rejection, acceptance, or conditional acceptance. Depending on the quality and format (peer-review) of your submission you may be assigned to the external reviewers or one of the editors.
  • 04-Sep-2009 we have sent about half of the responses
  • 12-Sep-All done
  • 20-Sep-2009 [old date 30-Aug-2009] – send us next version.

Final Submit editing and Publication

  • 20-Sep-2009 – You send us final version (for late submission). We communicate with you to complete final version. (copy editing).
  • 04-Oct-2009 – Publication (pending editorial considerations).

Overview

We assume that:

  1. Virtual Worlds are destined to become big; big in the sense of meaningful, influential, and making money for various current and new players. Every aspect of our lives will be affected by virtual worlds. Beyond being another media, Virtual Worlds will be part of our regular lives, they are going to enhance, improve, and better our quality of life. Much like the internet, virtual worlds will allow us to do “traditional” things more effectively and do other things anew.
  2. Real Virtual Worlds are defined as an integration of four factors: 3D view of the world Community, Creation, and Commerce (AKA 3D3C). The more we have of these factors the closer we get to real virtual worlds. In that sense IMVU, Second Life, and Entropia are more Real Virtual Worlds than Club Penguin, World of Warcraft, and SIMS on-line.
  3. “Standards” as a concept and mechanism are often misunderstood. People often link standards with competing concepts: open and free on one hand and propriety patents, limitation of creativity on the other hand. Like many other human constructs, standards are not inherently good or bad – what you do with a standard gives them value: be it good or bad.
  4. Currently the virtual worlds industry operates more like the Computer Gaming Industry than like the internet industry. Each developer, be it private (e.g., Linden, Forterra) or an open source (e.g., Sun Darkstar, OpenSim) is developing its own server, client, and rules of engagement. The inherent rationale of these efforts is a combination of “we know best” and “we will conquer the world.” While this may be the case (see Microsoft Windows, Apple iPod, or Google search), the common public good calls for a connected system like the internet, where different forces can innovate in particular spots of the value chain.

Topics of interest include (but are not limited to):

  • Specific standards or family of standards that can impact virtual worlds.
  • Economic analysis of specific standards for specific firms.
  • Discussion on Privacy, Authentication, and related issue (for example Open ID).
  • Legal Aspects of virtual worlds that can be set in the technical specs.
  • Review of relevant technology platforms, their pros, and cons.
  • Case studies of large-scale standardization efforts (Windows, Linux, GSM) and the lesson learned from them to virtual worlds.
  • Visions of the virtual world’s universal access system (network and station).
  • Comparing related terms such as working code, for and not-for-profit efforts, open source, formal systems.
  • Key places were standards matter (looking for the mouse and windows of virtual worlds) in other words the interfaces to and from the real (physical) world.
  • Economic analysis of various externalities in the field.
  • Winning stories of standards in the field (be it private, public, open, etc).
  • Example of wrong standards, failed standards, and other things to learn from.
  • Short term winnings (VRML) vs. Long term value.
  • What do we need to add to current standards so they will be used in virtual worlds (ISBN 3D? OpenID3D? etc).
  • The impact of open standards on close systems (Android); the impact of propriety technology (iPhone).
  • Connection various legal formats (GPL, LGPL) and new technologies (i.e., Grid/cloud for virtual worlds).

Spirit

The editors of this issue specifically encourage short papers on specific examples (past, present, or future). If you need to use Jargon or acronyms please spell them and explain. Assume the readers are versed with various aspects of virtual worlds and not necessary with economy, technology or standards. The link to real virtual worlds should be clearly spelled. Papers will influence the development of MPEG-V (the official ISO effort to develop global standards between real and virtual worlds.

Guidelines and Deadlines

We welcome submissions in the form of full research papers, research-in-brief papers, “think-pieces,” essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

For specific submission instructions and detailed descriptions of the different submission formats visit JVWR home page.