Category: Past Issues

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

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

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

Impact – Educational Cases

The JVWR, Volume 12, No. 2

Published: September 18, 2019


Impact issue cover

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. 

Original call: CfP – Impact


Issue Editors’ Corner

Editorial

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


Could the Virtual Dinosaur See You? Understanding Children’s Perceptions of Presence and Reality Distinction in Virtual Reality Environments

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

Pedagogy – Taking Stock and Looking Forward (Part 2)

The JVWR, Volume 12, No. 1

Published: January 31, 2019


Issue cover: Blue glass ball reflects a view of seashore

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

Editorial

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

Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings via Interactive Sounds

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

Pedagogy – Taking Stock and Looking Forward (Part 1)


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

Editorial

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

Assembled 2018 (Part 2)

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

Gaming the Performance: Massively Multiplayer Online Games and Performance Outcomes in English and Business Courses

Papia Bawa, Sunnie Lee Watson, William Watson

Mixed-Reality Teaching Experiences Improve Preservice Special Education Students’ Perceptions of their Ability to Manage a Classroom

Melissa E. Hudson, Karen S. Voytecki, Guili Zhang

Assembled 2018 (Part 1)

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

Editorial

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

EVE Online

The JVWR, Volume 10, No. 3

Published: 4 January, 2018


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

Editorial

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