Category: Past Issues

11:3 – Pedagogy – Taking Stock and Looking Forward (Part 1)

Volume 11, Number 3 (2018)

Issue Editors:
Kenneth Y. T. Lim, National Institute of Education, Singapore
Cátia 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

Marginalized Urban Indigenous Youth and the Virtual World of Second Life: Understanding the Past and Building a Hopeful Future
Joe Cloutier

Designing Digital Badges to Improve Learning in Virtual Worlds
Joey R Fanfarelli

Student Perception of Open and Mobile Space Designs for Autonomous English Language Learning in Second Life
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

Representations of Novice Conceptions with Learner-Generated Augmentation: A Framework for Curriculum Design with Augmented Reality
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

11:2 – Assembled 2018 (2)

Volume 11, Number 2 (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

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

Gaming the Performance: Massively Multiplayer Online Games and Performance Outcomes in English and Business Courses
Papia Bawa, Sunnie Lee Watson, William Watson


11:1 – Assembled 2018 (Part 1)

Volume 11, Number 1 (2018):

JVWR Assembled 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

One Game – One Effect? What Playing “World of Warcraft” Means for Adolescents and Their Development
Florian Flueggen, Stephanie Doyle, Hermann Veith

Immersive Storytelling in 360-Degree Videos: An Analysis of Interplay Between Narrative and Technical Immersion
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

10:3 – EVE Online

Volume 10, Number 3 (2017):

EVE Online

EVEonline JVWR 10(3) 2017

Issue editors: Kelly Bergstrom, University of Hawai’i at Mānoa, USA, 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 and Esports in Eve Online

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

10:2 – Real Virtual Relationships

Volume 10, Number 2 (2017):

Real Virtual Relationships

Relationships issue cover

Issue editors: Richard E. Ferdig, Kent State University, USA, Kristine E. Pytash, Kent State University, USA, and Glenn W. Muschert, Miami University, USA.

We live in an era of digitally-mediated relationships. From finding a spouse online to daily interactions facilitated through social media, many people build and sustain both platonic and romantic relationships with technology. Virtual worlds are also spaces for these interactions. This special issue is dedicated to an exploration of such topics in a collection of articles exploring “real virtual relationships.”

Original Call: CfP: Relationships

Issue Editor Corner

The Recursive Relationship between Virtual and Real in Relationships

Richard E. Ferdig, Kristine E. Pytash, Glenn W. Muschert

Peer Reviewed Research Papers

Virtually Together: Examining Pre-Existing Relationships in MMOG Play

Kelly Bergstrom, Jennifer Jenson, Suzanne de Castell, Nicholas Taylor

De-Roling from Experiences and Identities in Virtual Worlds

Stefano Gualeni, Daniel Vella, Johnathan Harrington

Empathy with Non-Player Characters? An Empirical approach to the Foundations of Human/Non-Human Relationships

Jonathan Harth

Harsh Words and Deeds: Systematic Content Analyses of Offensive* User Behavior in the Virtual Environments of Online First-Person Shooter Games

Adrienne Holz Ivory, James D. Ivory, Winston Wu, Anthony M. Limperos, Nathaniel Andrew, Brandon S. Sesler

Not Playing the Game: Negative Opinions about Online Dating and Video Gaming among Non-Participants

Max Marc

10:1 – Assembled 2017

Volume 10, Number 1 (2017):

Assembled 2017 (Part 1)

Issue editor: Victoria McArthur, University of Toronto, Canada

The 2017 Assembled issue of the Journal of Virtual Worlds Research is a collection of four interdisciplinary research papers, representing the diversity that is ‘virtual worlds’.
They represent a field that truly is ‘assembled’ – emerging from and supported by passionate scholars from various intellectual backgrounds.

Original Call: CfP: Assembled 2017

Issue Editor Corner


Victoria McArthur

Peer Reviewed Research Papers

Internet Research in Online Environments for Children: Readability of Privacy and Terms of Use Policies; The Uses of (Non)Personal Data by Online Environments and Third-Party Advertisers

Olesya Venger

Using Google Trends Data to Gauge Interest in Virtual Worlds

Anthony Crider, Jessica Torrez-Riley

Virtual Worlds, Virtual Reality, and Augmented Reality: Differences in Purchase Intentions Based on Types, Users, and Sex

Angie marie cox, Indira Guzman, Sikha Bagui, Kenneth Cromer

Levelling Up: Minors’ Play in a Closed-system MMOG

Jennifer Jenson, Suzanne de Castell, Victoria McArthur, Stephanie Fisher

9:3 – Edge

Volume 9, Number 3 (2016):


Edge Cover

Issue editor: Yesha Sivan, Coller Institute of Venture, Tel Aviv University, Israel

Edge tech, usage and developments in Virtual Worlds. A collection of 5 papers which suggest new angles and unique points of view, is presented in this Edge issue. Each of these five papers pushes the boundaries of the disciplines in a different way. Together, they demonstrate the dual value of the JVWR, first as a stage to explore the future of virtual worlds (defined broadly,) and then help to shape the future of real worlds.

Original Call: CfP: Quick Turnaround Assembled 2016

Issue Editor Corner

Learning from the “Edge” of Virtual Worlds

Yesha Y. Sivan

Peer Reviewed Research Papers

Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality

Tuomas Kari

Flow in Virtual Worlds: The Interplay of Community and Site Features as Predictors of Involvement

Valerie Elizabeth Barker

The Experience Machine: Existential Reflections on Virtual Worlds

Stefano Gualeni

Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation

Vittorio Marone   

Restorative Virtual Environment Design for Augmenting Nursing Home Rehabilitation

Jon Ram Bruun-Pedersen, Stefania Serafin, Lise Busk Kofoed   

9:2 – Assembled 2016 (Part 2)

Volume 9, Number 2 (2016):

Assembled 2016 (Part 2)

Issue editors: Suely Fragoso, Federal University of Rio Grande do Sul, Brazil; Maria del Carmen Gil Ortega, University of the West of England, Bristol, UK; Athanasios G. Malamos, Technological Educational Institute of Crete, Greece.

This issue, as with all JVWR assembled issues, aimed at highlighting the diversity of issues of virtual and real worlds.  Three of the five articles are concerned with questions related to the body, specially the gendered body, but each brings a different perspective: YouTubing on gender, race and ethnicity; gender issues through avatar choice, appearance and identification; and the potential of a union between virtual technologies and body image.  The other two articles discuss questions related to user generated content: links between creation, consumption and motivation in digital environments; and a methodology for the identification of relationships between networks of individuals.

Original Call: CfP: Assembled 2016 Part 2

Issue Editor Corner


Suely Fragoso, Maria del Carmen Gil Ortega, Athanasios G. Malamos

Peer Reviewed Research Papers

YouTubing Difference: Performing Identity in Video Communities

Samara M Anarbaeva

Exploring Intrinsic Gender Identity Using Second Life

Barbara Maria Mitra, Paul Golz

Technology and the Not-so-Stable Body: “Being There” in the Cyborg’s Dilemma

Sean Philip Gleason

‘I Create Therefore I Virtually Exist’: Digital Content Creation, Virtual Consumption, and Motivation in Second Life

Peter Nagy, Bernadett Koles    

Detecting Covert Networks in Multilingual Groups: Evidence within a Virtual World

Janea Triplet, Andrew Harrison, Brian Mennecke, Akmal Mirsadikov    

9:1 – Assembled 2016 (Part 1)

Volume 9, Number 1 (2016):

Assembled 2016 (Part 1)

Assembled 2016 (1)

Issue editor: Sue Gregory, School of Education, University of New England, Australia.

This 2016 Assembled issue of the Journal of Virtual Worlds Research relates to an eclectic group of six articles covering a variety of aspects of the use of virtual worlds. Firstly presented is a short history of the virtual world economy that provides the reader with an overview of where the virtual economy began in three virtual worlds and where it is today. The second article discusses the use of non-player characters in courses and how students reacted to these. The third article relates to the use of a virtual world to provide training for office-based medical emergencies. The fourth article explores the relationship between the real and the virtual supermarkets. The fifth article looks at lighting controls used in virtual environments, and the final article is an overview of the use of cloud in connecting video games.

Original Call: CfP: Assembled 2016 Part 1

Issue Editor Corner


Sue Gregory

Peer Reviewed Research Papers

A Brief History of Virtual Economy

Mohamed Nazir, Carrie Siu Man Lui

Put on Your Game Face: Designing the Researcher Presence in Immersive Digital Environments

Jaime Banks, Rosa Mikeal Martey 

Developing Virtual Reality Simulations for Office-Based Medical Emergencies

Alexander J. Lemheney, Ed.D., William F. Bond, M.D., Jason C. Paden, Matthew W. LeClair, M.S., Jeannine N. Miller, M.S.N., Mary T. Susko, M.H.A. 

The Relation between Customer Types in a Real Supermarket Compared to a Virtual Supermarket

Vassilis Javed Khan, Rebecca Brouwer     

Utilizing Virtual Environments for the Evaluation of Lighting Controls

Vassilis Javed Khan, Tino van de Kraan, Johan van Leest, Jon Mason, Dzmitry Aliakseyeu     

Gamecloud – A Platform for Connecting Video Games

Janne Parkkila, Kati Järvi, Timo Hynninen, Jouni Ikonen, Jari Porras