Category: Past Issues
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
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
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:Â Dark Side Special Issue
Editor-In-Chief Corner
Yesha Y. Sivan
Issue Editors’ Corner
Editorial – The Dark Side of Virtual Worlds
Angie Marie Cox
Peer Reviewed Research Papers
Enrico Gandolfi, Francesca Antonacci
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
Stefano Gualeni
The JVWR, Volume 12, No. 3
Published: December 13, 2019
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
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
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
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
The JVWR, Volume 12, No. 2
Published: September 18, 2019

Issue editors:
Michael Thomas, University of Central Lancashire, UK, (Prime)
Tuncer Can, University of Istanbul, Turkey
Michael Vallance, Future University, Japan
In the context of educational research, definitions of “impact†have proliferated alongside critiques of its efficacy and appropriateness, and it is important to consider the applicability of the term, as well as to reflect on how it can be shaped and defined.
In this sense, impact does not merely relate to measuring dissemination activity, e.g., how many people read a book, or visited an exhibition in an art gallery, or followed your latest research findings on social media. Rather, it relates to what measurable influence the research has had on its beneficiaries as a result of activities in such a way that a discernible ‘step-change’ is evident.
In order to address these issues of increasing importance and relevance in virtual and immersive environments, this special edition of The Journal of Virtual Worlds Research brings together four articles to consider these questions in the specific field of education.Â
Original call: CfP – Impact
Issue Editors’ Corner
Michael Thomas, Tuncer Can, Michael Vallance
Peer-Reviewed Research Papers
Project:Filter – Using Applied Games to Engage Secondary Schoolchildren with Public Policy
Andrew James Reid
Their Memory: Exploring Veterans’ Voices, Virtual Reality, and Collective Memory
Iain Donald, Kenneth Scott-Brown
Tony Liao, Nancy A Jennings, Laura Dell, Chris Collins
A Hybrid Model of Experiential Learning within the Social Virtual World of Second Life
K. Brant Knutzen
The JVWR, Volume 12, No. 1
Published: January 31, 2019

Issue editors:
Dr. Kenneth Y. T. Lim (Prime), National Institute of Education, Singapore
Dr. Catia Ferreira, Universidade Católica Portuguesa, Portugal
2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Volume 2 Number 1 of the journal was the fruition of a vision of the late Leslie Jarmon, a pioneer academic in the use of virtual worlds and immersive environments for learning. Much has changed since the heady days of the late 2000s, yet many aspects have proved enduring.
This issue represents the concluding half of an effort to commemorate the occasion and aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.
Original call: CfP – Pedagogy
Issue Editors’ Corner
Kenneth Y T Lim, Catia Ferreira
Peer Reviewed Research Papers
Practical Learning in Virtual Worlds: Confronting Literature with Health Educators’ Perspectives
Kate Dagleish, Mary Laurenson
Enrico Gandolfi, Robert Clements
Pedagogy of Productive Failure: Navigating the Challenges of Integrating VR into the Classroom
Marijel Melo, Elizabeth Bentley, Ken S. McAllister, José Cortez
Virtual Reality in Education: Focus on the Role of Emotions and Physiological Reactivity
Mikko Vesisenaho, Merja Juntunen, Päivi Häkkinen, Johanna Pöysä-Tarhonen, Janne Fagerlund, Iryna Miakush, Tiina Parviainen
The JVWR, Volume 11, No. 3
Published: 31 December, 2018

Issue editors:
Dr. Kenneth Y. T. Lim (Prime), National Institute of Education, Singapore
Dr. Catia Ferreira, Universidade Católica Portuguesa, Portugal
2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Issue No. 1 in Vol. 2 of the journal was the fruition of a vision of the late Leslie Jarmon. Dr. Jarmon was a pioneer academic in the use of virtual worlds and immersive environments for learning.
This issue aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.
Original Call: CfP: Pedagogy – Taking Stock and Looking Forward
Issue Editor Corner
Kenneth Y. T. Lim, Cátia Ferreira
Peer Reviewed Research Papers
Joe Cloutier
Designing Digital Badges to Improve Learning in Virtual Worlds
Joey R Fanfarelli
Dean Anthony Fabi Gui
The Game of Inventing: Ludic Heuristics, Ontological Play, and Pleasurable Research
Jacob Steven Euteneuer
A Teaching Method Based on Virtual Worlds and Mastery Learning
Felipe Becker Nunes, Aliane Loureiro Krassmann, Liane Margarida Rockenbach Tarouco, José Valdeni De Lima
Kenneth Y T Lim, Kelvin H.-C. Chen, Sheau-Wen Lin, Jong-Chin Huang, Kristal S-E Ng, Joel J L Ng, Yifei Wang, Nicholas Woong
The JVWR, Volume 11, No. 2
Published: August 1, 2018

Issue Editors:
Angie Cox, Trident University International
Edgardo Donovan, Trident University International
Miao Feng, NORC at the University of Chicago
Felipe Nunes, Federal University of Rio Grande do Sul, Brazil
The second part of Assembled 2018 includes five studies demonstrating rigor over a vast variety of themes tethered to Virtual World use. Studying VR/AR technologies use & development, examining online storytelling forum threads in WoW, analyzing Africans’ representation in video games, investigating business and English classes’ use of Multiplayer-Online Games, and testing the use of a mixed reality environment with undergraduate special education students. This issue has been crafted to meet the expectations of researchers and practitioners.
Original Call: CfP Assembled 2018
Issue Editor Corner
Editorial
Angie Marie Cox, Edgardo Donovan, Miao Feng, Felipe Nunes
Peer Reviewed Research Papers
Dreaming the Virtual: How Lucid Dream Practice Can Inform VR Development
Kevin Healey
Virtual Sense of Community in a World of Warcraft® Storytelling Open Forum Thread
Dean Anthony Fabi Gui
Representations of Africans in Popular Video Games in the U.S
Rebecca Y. Bayeck, Tutaleni I. Asino, Patricia A. Young
Papia Bawa, Sunnie Lee Watson, William Watson
Melissa E. Hudson, Karen S. Voytecki, Guili Zhang
The JVWR, Volume 11, No. 1
Published: April 11, 2018

Issue Editors
Angie Cox, Trident University International
Edgardo Donovan, Trident University International
Miao Feng, NORC at the University of Chicago
Felipe Nunes, Federal University of Rio Grande do Sul, Brazil.
This issue includes five exciting research studies covering a broad and diverse array of topic areas but still focuses on the enhancement of knowledge in the realm of Virtual Worlds. In essence, the name of the issue ‘Assembled,’ defines the wide spectrum of professionally peer-reviewed articles inspired by subject matter experts in their respective fields. The five elite manuscripts chosen for this issue provide significant contributions to Virtual World research in terms of theory, methodology, and practice.
Original Call: CfP: Assembled 2018
Issue Editor Corner
Angie Marie Cox, Edgardo Donovan, Miao Feng, Felipe Nunes
Peer Reviewed Research Papers
Virtual Parent-Child Relationships: A Case Study
Steven Downing
Florian
Ahmed Elmezeny, Nina Edenhofer, Jeffrey Wimmer
Avatar Sex – the Joy of the Not-Real
Peter F Wardle
Using 3D Worlds in Prison: Driving, Learning and Escape
Helen Sara Farley
The JVWR, Volume 10, No. 3
Published: 4 January, 2018

Issue editors:
Kelly Bergstrom,
Marcus Carter, The University of Sydney, Australia.
This special issue in the Journal of Virtual Worlds Research highlights the ways that EVE scholarship has matured. A sub-discipline within a sub-discipline, writing about EVE no longer focuses just on what makes this particular MMOG so different to the more mainstream online games and virtual worlds, but now describes in fascinating depth the elements of this virtual world that have taken 15 years of play to develop. As guest editors, we are excited to share this collection as these five articles exemplify the contributions that EVE Online scholarship will continue to make long into the future.
Original Call: CfP: EVE Online
Issue Editor Corner
Kelly Bergstrom, Marcus Carter
Peer Reviewed Research Papers
Making Science Fiction Real: Neoliberalism, Real-Life
Mark Richard Johnson, Robert Mejia
Scaling Technoliberalism for Massively Multiplayer Online Games
Aleena Chia
To Win at Life: Tradition and Chinese Modernities in EVE Online
Richard Page
Is Betrayal in EVE Online Unethical?
Ian Gregory Brooks
Barbarians at the Imperium Gates: Organizational Culture and Change in EVE Online
Nick Webber, Oskar Milik