Category: Past Issues

Virtual Worlds for Kids

The JVWR, Volume 3, No. 2

Published: December 14, 2010


The editorial team for this issue includes:

Sun Sun Lim, National University of Singapore

Lynn Schofield Clark, University of Denver, USA

Virtual worlds have made notable inroads into the lives of children, affording online extensions of their offline lives. In this article, we propose a conceptual framework for understanding the space that virtual worlds occupy in children’s play and the ways in which children’s participation in them overlap with their everyday play experiences, both offline and mediated.


Issue Editors Corner

Virtual worlds as a site of convergence for children’s play

Sun Sun Lim, Lynn Schofield Clark

Peer Reviewed Research Papers

Beyond Being There: A Grounded Investigation of the Value of Virtual Worlds for Remote Family Interaction

Lizzy Bleumers, An Jacobs

Virtual Epidemics as Learning Laboratories in Virtual Worlds

Yasmin B. Kafai, Nina H. Fefferman

Who’s Watching Your Kids? Safety and Surveillance in Virtual Worlds for Children

Eric M. Meyers, Lisa P. Nathan, Kristene Unsworth

Making Sense of the Virtual World for Young Children: Estonian Pre-School Teachers’ Experiences and Perceptions

Andra Siibak, Kristi Vinter

A Framework for Children’s Participatory Practices in Virtual Worlds

Terhi Tuukkanen, Ahmer Iqbal, Marja Kankaanranta

Research-in-brief papers

Penguin Life: A Case Study of One Tween’s Experiences inside Club Penguin

Diana Burley  

Virtual Junk Food Playgrounds in Europe: Advergames in the UK and Hungary

Arhlene A. Flowers, Katalin Lustyik, Emese Gulyás

“Think Pieces”

Growing Up with Neopets: A Personal Case-Study

Stephanie Louise Lu

The Researcher’s Toolbox – Part 1

The JVWR, Volume 3, No. 1

Published: November 21, 2010


The editorial team for this issue includes:

Tom Boellstorff, University of California, Irvine, USA

Celia Pearce, Georgia Tech University, USA

Dmitri Williams, University of Southern California, USA

Thomas Malaby, University of Wisconsin, Milwaukee, USA

Elizabeth Dean, RTI, USA

Tracy Tuten, East Carolina University, USA

This issue presents peer reviewed papers on research methodologies and case studies of how the particular methods are being developed and used in virtual worlds research both in academia and industry.

Editor’s Note: Due to the quantity and quality of the articles submitted for this edition, there is a “The Researcher’s Toolbox, Part II” issue on February 2011.


Peer Reviewed Research Papers

How to approach a many splendoured thing: Proxy Technology Assessment as a methodological praxis to study virtual experience

Lizzy Bleumers, Kris Naessens, An Jacobs

dint u say that: Digital Discourse, Digital Natives and Gameplay

Theresa A. O’Connell, John Grantham, Wyatt Wong, Kevin Workman, Alexander Wang

A Design Research Approach to Developing User Innovation Workshops in Second Life

Remko Helms, Elia Giovacchini, Robin Teigland, Thomas Kohler

What are users thinking in a virtual world lesson? Using stimulated recall interviews to report student cognition, and its triggers

Lyn Henderson, Michael Henderson, Scott Grant, Hui Huang

Applying Constant Comparative and Discourse Analyses to Virtual Worlds Research

Peter Leong, Samuel R. H. Joseph, Rachel Boulay

Learning spaces, tasks and metrics for effective communication in Second Life within the context of programming LEGO NXT Mindstorms™ robots: towards a framework for design and implementation.

Stewart Martin, Michael Vallance, Paul van Schaik, Charles Wiz

Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life

Shailey Minocha, Minh Tran, Ahmad John Reeves

eLab City: A Platform for Academic Research on Virtual Worlds

Thomas P. Novak

Process, Paratexts, and Texts: Rhetorical Analysis and Virtual Worlds

Christopher A. Paul

Interviews within experimental frameworks: How to make sense of sense-making in virtual worlds

CarrieLynn D. Reinhard

Using Design-Based Research for Virtual Worlds Research Projects

Antonio Santos

Research Papers

The Neil A. Armstrong Library and Archives: That’s One Small Step for a Virtual World Library, One Giant Leap for Education!

Shannon Bohle

Assembled (Rush to Press Papers)

Virtual Worlds, the IRB and a User’s Bill of Rights

Jeffrey M. Stanton

The Metaverse Assembled

The JVWR, Volume 2, No. 5 (2009)

Published: June 14, 2010


The editorial team for this issue includes:

Hanan Gazit, MetaverSense Ltd and H.I.T-Holon Institute of Technology, Israel

D. Linda Garcia, Georgetown University, USA

Garrison LeMasters, Georgetown University, USA

Leonel Morgado, UTAD, Portugal

Cover art for this issue was provided by Paul Driver.

The Metaverse Assembled issue features the best papers from the SLACTIONS 2009 conference, as well as, peer reviewed articles sumbitted directly to the Journal.  The metaverse is emerging, through the increasing use of virtual world technologies that act as platforms for end-users to create, develop, and interact, expanding the realm of human cooperation, interaction, and creativity.


SLACTIONS 2009 Selected Papers

Who am I – and if so, where? A Study on Personality in Virtual Realities

Benjamin Gregor Aas, Katharina Meyerbröker, Paul M. G. Emmelkamp

Digital Guqin Museum from a Virtual World to the Real World : Conception and design of an ongoing cultural sim

Shuen-git Chow

Second Life Unplugged: A Design for Fostering At-risk Students’ STEM Agency

Sneha Veeragoudar Harrell, Dor Abrahamson

Building Knowledge in the Virtual World – Influence of Real Life Relationships

Ana Loureiro, Teresa Bettencourt

Metaverse: Building Affective Systems and Its Digital Morphologies in Virtual Environments

Donizetti Louro, Tania Fraga, Maurício Pontuschka

Brands and Consumption in Virtual Worlds

Ioanna Nikolaou

A Second Life First Year Experience

Paul Penfold, Peter Duffy

Some Remarks on Ontological-Cognitive Structures in the Metaverse

Luis Carlos Petry

ArchHouseGenerator – A Framework for House Generation

Nuno Rodrigues, Luís Magalhães, João Paulo Moura, Alan Chalmers, Filipe Santos, Leonel Morgado

The Ontological Aspects of Puzzles into Metaverses

Cristiano Natal Tonéis, Luís Carlos Petry

Peer Reviewed Research Papers

The effects of Avatars’ Gender and Appearance on Social Behavior in Online 3D Virtual Worlds

Domna Banakou, Konstantinos Chorianopoulos

Evaluating Participation in an International Bilingual Virtual World Educational Intervention for Youth

Laura Beals, Marina Umaschi Bers

Compounding the Results: The Integration of Virtual Worlds with the Semantic Web

Charles J. Lesko, Yolanda A. Hollingsworth

Staging the New Retail Drama: at a Metaverse near you!

Savvas Papagiannidis, Michael Bourlakis

My Second Life as a Cyber Border Crosser

Carleen D. Sanchez

Producing knowledge in collaborative research about virtual worlds: discursive constructions of Second Life

Louise Jane Phillips

Essays

Trucking Towards a Virtual World: The Development and Implementation of FMCSA’s Transportation Nation Second Life Island

Adam Schlicht

“Think Pieces”

The Essence of Virtuality: Exploring the Digital Body

Mark Ortwein

Implications for Virtual Worlds: A Comparative Study of United Kingdom, United States and Australia on Network Readiness, Government Investment and Cyber-security

Kate Roth

Assembled (Rush to Press Papers)

Culture of the Cloud

Tom Boellstorff

ExtSim: A Flexible Data Mapping and Synchronization Middleware for Scientific Visualization in Virtual Worlds

Johan Berntsson, Norman Lin, Zoltan Dezso

The Effects of Avatar Appearance in Virtual Worlds

Nicholas Merola, Jorge Peña

Virtual Economies & Goods

The JVWR, Volume 2, No. 4

Published: February 27, 2010


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The editorial team for this issue includes:

Mandy Salomon, Smart Services CRC, Australia Serge Soudoplatoff, ESCP-EAP / Hetic, France  

In this special issue on virtual-world goods and trade, we are pleased to present articles from a global cohort of contributors covering a wide range of issues. Some of our writers, will be well known to you as distinguished leaders in the field, but it is equally our pleasure to introduce exciting new voices. Here you will find pieces written by academics, practitioners, journalists, a documentary filmmaker and perhaps the youngest contributor to JVWR yet, who attends high school in upstate New York.


Issue Editors’ Corner

Why Virtual-World Economies Matter

Mandy Salomon, Serge Soudoplatoff

Interactive Online Exhibits and Demonstrations

Rethinking Virtual Commodification, or The Virtual Kitchen Sink

Lori Landay

Invited Articles

On Money and Magic

Edward Castronova

Characteristics of the Virtual Economy (after ‘State of Play VI’ Conference , 2009)

Julian Dibbel

China’s New Gold Farm

Anthony Gilmore

Virtual Goods: Good for Business?

Nic Mitham

Peer Reviewed Research Papers

“We Will Always Be One Step Ahead of Them” A Case Study on the Economy of Cheating in MMORPGs

Stefano de Paoli, Aphra Kerr

An Exploration of Entrepreneurship in Massively Multiplayer Online Role-Playing Games: Second Life and Entropia Universe

Stéphane Kieger

Born Virtuals and Avapreneurship: A case study of achieving successful outcomes in Peace Train – a Second Life organization

Robin Teigland

Virtual Commerce (V-Commerce) in Second Life: The Roles of Physical Presence and Brand-Self Connection

Seung-A Annie Jin, Justin Bolebruch

Research Papers

Understanding “Gold Farming” and Real-Money Trading as the Intersection of Real and Virtual Economies

Richard Heeks

World of Warcraft: The Viability of Massively Multiplayer Online Role-Playing Games as Platforms for Modeling and Evaluating Perfect Competition

Eli Kosminsky

“Think Pieces”

Currencies and Capitalisms on the Internet

Minna Ruckenstein

Licensing Considerations for OpenSim-Based Virtual Worlds

Shenlei E. Winkler

Monographs

Teens and Virtual Goods: The Fun, Useful and Affordable Luxuries that are Driving the Virtual Economy

Maura Welch

Assembled (rush to press papers)

Topping from the Viewfinder: The Visual Language of Virtual BDSM Photographs in Second Life

Shaowen Bardzell

Technology, Economy and Standards

The JVWR, Volume 2, No. 3

Published: October 16, 2009


The editorial team for this issue includes:

Yesha Sivan, Metaverse Labs and the Academic College of Tel Aviv-Yaffo, Israel

Robert Bloomfield, Johnson Graduate School of Management, Cornell University, USA

Jean H.A. Gelissen, Philips Research, Netherlands

This issue is part of an effort to explore the fields of standards for virtual worlds. Working on such standards is both technical and conceptual. This issue endeavors to enhance, explicate, and analyze various aspects of standards and virtual worlds, and was designed to give a voice to the leading theoretical and practical players within this arena.

The issue specifically emphasizes the disciplines of economy and technology as critical harbingers to the endeavor of standards.

Original call: CfP: Technology, Economy and Standards


Issue Editor′s Corner

Overview: State of Virtual Worlds Standards in 2009

Yesha Y. Sivan

Invited Articles

Virtual Worlds, Collaboratively Built

Philip Rosendale

World of Bizcraft

Robert Bloomfield

Introduction to MPEG-V

Jean H.A. Gelissen

Real Standards for Virtual Worlds – Why and How? Kai Jakobs 

“Think Pieces”

Supporting Soundscape Design in Virtual Environments with Content-based Audio Retrieval

Jordi Janer

On the creation of standards for interaction between real robots and virtual worlds.

Alex Juarez, Christoph Bartneck, Lou Feijs

Universal Design for Virtual Worlds

Alice Krueger, Ann Ludwig, David Ludwig

Lindman Design – Virtual World Experiences

Ludvaig Lindman

Barriers to Efficient Virtual Business Transactions

ArminasX Saiman 

Content Level Gateway for Virtual Worlds

Marc Van den Broeck, Sigurd Van Broeck, David Zhe Lou 

Virtual World Interoperability: Let Use Cases Drive Design

Jon Watte

Peer Reviewed Research Papers

Immersive 3D environments and Multilinguality: A Non-Intrusive and Dynamic e-learning-Oriented Scenario based on Textual Information

Samuel Cruz-Lara, Nadia Bellalem, Lotfi Bellalem, Tarik Osswald

Payback of Mining Activities Within Entropia Universe

Markus Falk, Daniel M Besemann, James Michael Bosson

An Experiment in Using Virtual Worlds for Scientific Visualization of Self-Gravitating Systems

Will Meierjurgen Farr, Piet Hut, Jeff Ames, Adam Johnson

Synthetic Excellence: Standards, Play, and Unintended Outcomes

D. Linda Garcia, Garrison LeMasters

Order and Creativity in Virtual Worlds

Evan W Osborne, Shu Z Schiller 

The role of interoperability in virtual worlds, analysis of the specific cases of avatars

Blagica Jovanova, marius Preda, Françoise Preteux

Measuring aggregate production in a virtual economy using log data

Tuukka Lehtiniemi

Another Endless November: AOL, WoW, and the Corporatization of a Niche Market

Ray Op’tLand

Standardization in Virtual Worlds: Formation of Hope and Fear

Marco Otte 

Machine Ethics for Gambling in the Metaverse: an “EthiCasino”

Anna Vartapetiance Salmasi, Lee Gillam

Virtual Chironomia: Developing Standards for Non-verbal Communication in Virtual Worlds

Gustav Verhulsdonck, Jacquelyn Ford Morie

Piracy vs Control: Various Models of Virtual World Governance and their impact on Player Experience

Melissa de Zwart

3D Virtual Worlds for Health and Healthcare

The JVWR, Volume 2, No. 2

Published: August 1, 2009


The editorial team for this issue includes:

Maged N. Kamel Boulos, University of Plymouth, UK
Maria Toro-Troconis, Imperial College London, UK 

Though Second Life has existed since 2002 and there are even other virtual worlds that predate it, most in the health sector are only recently starting to migrate to such platforms, as the technology is gradually maturating and rapidly becoming more affordable and popular. This special issue of JVWR on the theme of ‘3D Virtual Worlds for Health and Healthcare’ provides a good sampler of how healthcare organizations, groups and individuals are currently using virtual worlds such as Second Life(R) and OpenSim-based worlds for a range of clinical and health-related purposes.


Managing Editor Corner

Musings on the State of ‘3-D Virtual Worlds for Health and Healthcare’ in 2009

Maria Toro-Troconis, Maged N. Kamel Boulos

Invited Articles

Virtual Worlds in Health Care Higher Education

Constance M Johnson, Allison A Vorderstrasse, Ryan Shaw

Peer Reviewed Research Papers

The Growth and Direction of Healthcare Support Groups in Virtual Worlds

John Robert Norris

Development of a Virtual Reality Coping Skills Game to Prevent Post-Hospitalization Smoking Relapse in Tobacco Dependent Cancer Patients

Paul Krebs, Jack Burkhalter, Shireen Lewis, Tinesha Hendrickson, Ophelia Chiu, Paul Fearn, Wendy Perchick, Jamie Ostroff

Does this Avatar Make Me Look Fat? Obesity and Interviewing in Second Life

Elizabeth Dean, Sarah Cook, Michael Keating, Joe Murphy

Research Papers

Development and Evaluation of Health and Wellness Exhibits at the Jefferson Occupational Therapy Education Center in Second Life

Susan Toth-Cohen, Therese Gallagher

Research-in-brief papers

Development of Virtual Patient Simulations for Medical Education

Douglas R Danforth, Mike Procter, Richard Chen, Mary Johnson, Robert Heller

“Think Pieces”

Virtual Worlds, Collective Responses and Responsibilities in Health

Rashid M Kashani, Anne Roberts, Ray Jones, Maged N. Kamel Boulos

Pitfalls in 3-D Virtual Worlds Health Project Evaluations: The Trap of Drug-trial-style Media Comparative Studies

Maged N. Kamel Boulos, Inocencio Maramba

Towards a virtual doctor-patient relationship: Understanding virtual patients

Vanessa Gamboa González

Assembled (rush to press papers)

Cultural Identity in Virtual Reality (VR): A Case Study of a Muslim Woman with hijab in Second Life(SL)

Methal Mohammed

Shaping the ‘Public Sphere’ in Second Life: Architectures of the 2008 U.S. Presidential Election

Annabel Jane Wharton

Pedagogy, Education, and Innovation

The JVWR, Volume 2, No. 1

Published: April 7, 2009


The editorial team for this issue includes:

Leslie Jarmon, University of Texas at Austin, USA

Kenneth Y. T. Lim, Nanyang Technological University, Singapore

B. Stephen Carpenter, II, Texas A&M University, USA

This issue of the Journal of Virtual Worlds Research is dedicated to exploring the breadth of designs, pedagogies and curricular innovations that are actually already being applied to teaching and learning in virtual worlds. We encourage participation from a broad range of academics, researchers, educators, and educational practitioners from across the disciplinary spectrum – including, but not limited to: curriculum development, educational administration, distance education, information and knowledge management, instructional technology, e-learning, communication and education, sociology, art education, and visual culture. We strongly encourage submissions that illustrate key findings with examples and case studies; experimental research; pedagogical innovations; and best practices for the integration of virtual worlds technologies into the learning experience.


Issue Editors’ Corner

Introduction: Pedagogy, Education and Innovation in Virtual Worlds

Leslie Jarmon, Kenneth Y. T. Lim, B. Stephen Carpenter, II

An Ecology of Embodied Interaction: Pedagogy and homo virtualis

Leslie Jarmon

Virtual Worlds as Educational Experience: Living and Learning in Interesting Times

B. Stephen Carpenter, II

The Six Learnings of Second Life: a Framework for Designing Curricular Interventions In-world

Kenneth Lim

Peer Reviewed Research Papers

Learning in a different life: Pre-service education students using an online virtual world

Chris Campbell

An integrated framework for simulation-based training on video and in a virtual world

David Chodos, Eleni Stroulia, Parisa Naeimi

Using Second Life for Problem Based Learning in computer science programming

Micaela Esteves, Benjamim Fonseca, Leonel Morgado, Paulo Martins

Beyond the Game: Quest Atlantis as an Online Learning Experience for Gifted Elementary Students

Jackie Gerstein

Virtual Education: Teaching Media Studies in Second Life

David Kurt Herold

Canadian Border Simulation at Loyalist College

Ken Hudson, Kathryn deGast-Kennedy 

Using Second Life to Teach Operations Management

Peggy Daniels Lee

Questions and Answers in a Virtual World : Educators and Librarians as Information Providers in Second Life

Lorri Mon

A virtual environment study in entrepreneurship education of young children

Angela M Pereira, Paulo Martins, Leonel Morgado, Benjamim Fonseca

Second Life Physics : Virtual, Real or Surreal?

Renato P. dos Santos

Second Life and Classical Music Education: Developing Iconography That Encourages Human Interaction

David Thomas Schwartz

3D virtual learning in counselor education: Using Second Life in counselor skill development

Victoria Lynn Walker

A Pedagogical Model for Virtual World Residents: A Case Study of the Virtual Ability Second Life Island

Marjorie A. Zielke, Thomas Roome, Alice B. Krueger

“Think Pieces”

Games, Learning, and 21st Century Survival Skills

James Paul Gee  

Can We Move Beyond Visual Metaphors? Virtual World Provocations and Second Life

Pamela G. Taylor

Interactive Online Exhibits and Demonstrations

Visualizing Atomic Orbitals Using Second Life

Andrew Stuart Lang, David Kobilnyk 

Between snapshots and avatars: using visual methodologies for fieldwork in Second Life

Paula Roush, Ming Nie, Matthew Wheeler

Research-in-brief papers

Use of a virtual world system in sports coach education for reproducing team handball movements

Antonio Lopes, Bruno Pires, Marcio Cardoso, Arnaldo Santos, Filipe Peixinho, Pedro Sequeira , Leonel Morgado, Hugo Paredes, Oleguer Camerino Foguet

Assembled (rush to press papers)

Leveraging Game-Playing Skills, Expectations and Behaviors of Digital Natives to Improve Visual Analytic Tools

Theresa A. O’Connell, John D. Grantham, Kevin A. Workman, Wyatt Wong

Cultures of Virtual Worlds

The JVWR, Volume 1, No. 3

Published: February 24, 2009


The editorial team for this issue includes:

Mark Bell, Telecommunications program, Indiana University, USA

Mia Consalvo, School of Media Arts & Studies, Ohio University, USA

This issue explores virtual worlds as contingent spaces. We examine them for their reliance on traditional cultural norms and practices, their challenges to such elements, and how they grow and evolve relative to the daily lives of their inhabitants. In every way, virtual worlds are constituted by multiple cultures, culture that is ordinary and everyday, culture that is evolving, confusing, challenging, and possibly dangerous and exhilarating as well. The JVWR aims to lead such study and offer vigorous, sustained discussions about how to best understand what we witness both online and offline in relation to virtual worlds.


Issue Editors’ Corner

Culture and virtual worlds: The not-quite-new experiences we study

Mark Bell, Mia Consalvo

Virtual Worlds Round Table

Nick Yee, Liz Losh, Sarah Robbins-Bell

Peer-Reviewed Research Papers

Spectacular Interventions of Second Life: Goon Culture, Griefing, and Disruption in Virtual Spaces

Burcu S. Bakioglu

Knee-High Boots and Six-Pack Abs: Autoethnographic Reflections on Gender and Technology in Second Life

Delia Dumitrica, Georgia Gaden

Striking a Balance between Property and Personality: The Case of the Avatars

Norberto Nuno Gomes de Andrade

On the Dark Side: Gothic Play and Performance in a Virtual World

Mikael Johnson, Tanja Sihvonen

Analyzing Social Identity (Re) Production: Identity Liminal Events in MMORPGs

Javier A Salazar

The Gorean Community in Second Life: Rules of Sexual Inspired Role-Play

Tjarda Sixma

“Because it just looks cool!” – Fashion as character performance: The Case of WoW

Susana Tosca, Lisbeth Klastrup

The Constitution of Collective Memory in Virtual Game Worlds

Anthony Papargyris, Angeliki Poulymenakou

“Think Pieces”

Method and the Virtual: Anecdote, Analogy, Culture

Tom Boellstorff

Artistic Expression in Second Life: What can we learn from creative pioneers of new mediums?

John Lester / Pathfinder Linden

Culture and Practice: What We Do, Not Just Where We Are

Christopher A Paul

Assembled (rush to press papers)

Interconnecting Virtual Worlds

Leonel Morgado

Consumer Behavior

The JVWR, Volume 1, No. 2

Published: November 10, 2008


The editorial team for this issue includes:

Natalie Wood, Saint Joseph’s University, Philadelphia

With so many people making the virtual leap many marketers are eager to join them and stake their claim in this new landscape. Unfortunately for many their efforts have failed to live up to expectations and they have since withdrawn.

So what, do we need to do differently in virtual worlds than we do in the real world in order to achieve success? In this issue we aim to stimulate dialogue by exploring what, if any, differences exist between real world and virtual world consumer behavior.

Topics addressed include body image, virtual goods and brand value.

Original call: CFP: Consumer Behavior in Virtual Worlds


Issue Editor′s Corner

Editor′s Introduction

Natalie Wood

Peer Reviewed Research Papers

Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life

Jennifer Martin

Virtual World Affordances: Enhancing Brand Value

So Ra Park, Fiona Fui-Hoon Nah, David DeWester, Brenda Eschenbrenner, Sunran Jeon

On the Relationship between My Avatar and Myself

Paul R Messinger, Xin Ge, Eleni Stroulia, Kelly Lyons, Kristen Smirnov, Michael Bone

The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie

Robert E. Boostrom, Jr.

The “New” Virtual Consumer: Exploring the Experiences of New Users

Lyle R Wetsch

Research Papers

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds

Enrique Becerra, Mary Ann Stutts

Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment

Handan Vicdan, Ebru Ulusoy

Demographics of Virtual Worlds

Jeremiah Spence

“Think pieces”

Surveillance, Consumers, and Virtual Worlds

Douglas R Dechow

Second Life and Hyperreality

Michel Maffesoli

Having But Not Holding: Consumerism & Commodification in Second Life

Lori Landay

Metaverse: A New Dimension?

Yohan Launay, Nicolas Mas

Virtual Worlds Research: Global X Local Agendas

Gilson Schwartz

Real Virtual Worlds SOS (State of Standards) Q3-2008

Yesha Sivan

Research Past, Present, and Future

The JVWR, Volume 1, No. 1

Published: July 1, 2008


The editorial team for this issue includes:

Jeremiah Spence, University of Texas, USA

Welcome to the inaugural edition of the Journal of Virtual Worlds Research on the theme of “Virtual Worlds Research: Past, Present and Future”. The launch of the Journal and the publication of this first edition builds on the efforts of a large team of researchers and collaborators spread across the world. We have a fantastic collection of articles that provide the foundation for the transdisciplinary field of virtual worlds research.

Original call CFP: Research – Past, Present & Future.


Issue Editors’ Corner

Editor’s Introduction

Jeremiah Spence

Invited Articles

Cityspace, Cyberspace, and the Spatiology of Information

Michael L. Benedikt

Another Time, Another Space: Virtual Worlds, Myths and Imagination

Maria Beatrice Bittarello

Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events

Bruce Damer

The Lessons of Lucasfilm’s Habitat

Chip Morningstar, F. Randall Farmer

Virtual communities – exchanging ideas through computer bulletin boards

Howard Rheingold

Research Papers

Inductive Metanomics: Economic Experiments in Virtual Worlds

Stephen A Atlas

Virtual World and Real World Permeability: Transference of Positive Benefits for Marginalized Gay and Lesbian Populations

Jonathan Cabiria

Help – Somebody Robbed my Second Life Avatar!

James Elliott, S E Kruck

Towards a Theoretically-Grounded Framework for Evaluating Immersive Business Models and Applications: Analysis of Ventures in Second Life

Henry M. Kim, Kelly Lyons, Mary Ann Cunningham

A Typology of Virtual Worlds: Historical Overview and Future Directions

Paul R. Messinger, Eleni Stroulia, Kelly Lyons

From a Video Game in a Virtual World to Collaborative Visual Analytic Tools

Theresa A. O’Connell, Yee-Yin Choong, John Grantham, Michael Moriarty, Wyatt Wong

Research-in-brief papers

Avatars Are For Real: Virtual Communities and Public Spheres

Eiko Ikegami, Piet Hut

3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce

Yesha Sivan

Second Life Mixed Reality Broadcasts: A Timeline of Practical Experiments at the NASA CoLab Island

Stephanie Smith

Monographs

How Open Source Software Will Affect Virtual Worlds

Francis X. Taney, Jr.

“Think pieces”

Toward a Definition of “Virtual Worlds”

Mark W Bell

Defining Virtual Worlds and Virtual Environments

Ralph Schroeder