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

Dark Side Special Issue

Call for Papers & Editors

Published: 27 October 2019

Evils within virtual worlds

Evil – the intentions, motivations, forces or actions with malevolence, immorality, badness, wrongness, or harmfulness which are inflicted against humanity.  How do evil and darkness manifest themselves in virtual worlds? This is the topic of this special issue.

The Dark Side issue is for papers highlighting the interesting topic of how, why, and in what ways Augmented and Virtual Worlds are associated with so-called evil or wickedness or with dark intentions.

Authors and researchers keen on this subject are invited to submit directly to the ‘Dark Side’ issue and should do so by adding the words “submitted for the Dark Side” in the “Comments for Editor” on the 1st step of the submission process.

Possible topics include, but are not limited to:

  • Evil or dark behaviors
  • Concepts of evil
  • Immorality
  • Corruption
  • Malevolence
  • Motives
  • Intentions
  • Forces

Submission Instructions

Authors are invited to submit original scholarly papers of 3000-5000 words including footnotes, references, and appendices. Interested authors should submit a full paper by the deadline indicated below. All submissions should be made via the JVWR publishing system – see for instructions. All submissions will be peer-reviewed. Accepted papers will be published online in Volume 13, Number 1 (2020) of the Journal.

Deadlines and Timetable

November 15, 2019: Authors submit full papers
December 20, 2019: Editors final decision
January 25, 2020: Authors submit final revision
February 25, 2020: Camera-ready
March 2020: Publication

Login and submit here.


The JVWR (the Journal for Virtual Worlds Research) is also looking for 1-3 co-editors (you can join as a group) to lead the Dark Side issue (2020) due for publication in 2020 Q1.

The issue editors role includes assigning reviews, supporting the publication process, and communication throughout.

If you have an interest and background in this area please send your CV and supporting documents to [email protected]

Based on 10-15 submissions you will:

  • Review and decide on full papers.
  • Coordinate with reviewers.
  • Use our publication system and tools— extensively (be also versed with Google docs, Skype, Zoom, and other current tools.)
  • Be a deadline-targeted & an organized person.
  • Get academic credit as an editor.


Call for Reviewers

Published: 10 October 2019

Last updated: 22 October 2019

The JVWR is growing!

Due to the increasing volume of submissions to the journal, the JVWR is looking for reviewers to help the editorial team select the best academic papers for publication. We are seeking scholars interested in serving together with our volunteer editorial team.

As a reviewer, you will be asked by the issue editors to review papers and provide constructive feedback about the merits of submissions in terms of quality and contribution to the field.

The JVWR expects to receive reviews in a timely*, collegial manner, with a high level of expertise, objectivity, and insightful evaluation of the manuscripts.

Note our Double-Open policy.

Interested in becoming a reviewer?

You’ll have to be a registered member. Please register (see on the right menu) and fill in the required information.

Send an email until December 31, 2019, to [email protected], including your professional resume, academic editing experience, along with a 1-2 paragraph cover letter stating your interest in the Virtual Worlds domain.

Upon the Journal’s Editor in Chief’s decision, you will be notified of receiving the reviewer’s rights. Editors will be able now to contact you directly, based on your interests and experience.

* We request a YES or NO response as soon as possible, answering editors’ email whether you ACCEPT or DECLINE the request. If you cannot review due to time conflicts or other preoccupations, simply reply with No. No questions asked; no explanations needed. Failure to respond may cause removal from our reviewers’ list.

The benefits of being a JVWR reviewer:

  • A step for becoming a future author
  • A critical step for becoming an issue editor
  • Enjoy our Double-Open review policy – it’s a good opportunity to meet colleagues and fellow authors. See details.
  • Help the Editorial Team select high-quality academic papers for publication, thus ensuring the continuation of JVWR’s excellent reputation in the field.
  • The reviewer’s rating enables editors to select the best, quick, accurate, and knowledgeable reviewers. No one else sees this rating.
  • Get on our “Recognized Reviewers” list. See the list.
  • Receive the JVWR special appreciation certificate.

Read more

Things get better when you get involved!

11-Nov-2019, Tel Aviv, Israel: AWE Tel Aviv

Published: September 24, 2019

Updated: October 22, 2019

Augmented World Expo (AWE)

Including AI, CV, BCI, Machine Learning

Agenda (subject to changes)

Morning – Main Stage

  • Overview of the AR+VR market by the world’s top experts
  • Vision talks by tech giants
  • Fortune 1000 corporations share ROI studies
  • Investors panel explores the global opportunities in the market

Afternoon – Developer and Creator Tracks

  • Sessions to help developers and a technical audience get up to speed on the latest tools and techniques for developing in AR+VR by the world’s leading companies and experts.
  • Talks and tutorials from creators about UX and creativity in XR

Exhibit Hall – All Day

  • Starting at 10am , the exhibit hall will be open to explore demos from dozens of startups and corporations showcasing the latest hardware, tools, and applications for AR and VR.

Afternoon – B2B Deal Making, Pitches

  • In the afternoon the startup pitches competition will take the stage
  • B2B meetings between startups and investors and corporations to help raise funding, partnerships and talent acquisition.

November 11, 2019

Intercontinental David Hotel, Tel Aviv


Spatial computing is about to explode. AWE is its epicenter. Hear from industry leaders sharing real-life use cases, solving major technical challenges, bringing AR/VR into every vertical such as industrial, healthcare, gaming and entertainment, architecture and construction, training and education, and working on the cutting edge of AR/VR development. Don’t miss the chance to experience the greatest disruptive technology since the Internet.


19..21-Oct-2019, Nanchang, China: WCVRI 2019

Published: September 24, 2019

World Conference on VR Industry (WCVRI 2019)

Under the guidance of Xi Jinping’s Thought on Socialism with Chinese Characteristics for a New Era, the 2019 World Conference on VR Industry (WCVRI 2019), co-hosted by the Ministry of Industry and Information Technology and the Jiangxi Provincial People’s Government, will be held in Nanchang, capital of Jiangxi Province, on October 19-21, 2019, with the aim of further satisfying people’s growing demand for a better life, accelerating the modernization of China’s economic system and its transformation into an innovation-oriented country, and promoting breakthroughs in the economic and social development of Jiangxi Province.

October 19-21, 2019

Nanchang, capital of Jiangxi Province, China

Website (mostly Chinese)

17..18-Oct-2019, Munich, Germany: AWE Europe

Published: September 24, 2019

Augmented World Expo (AWE)

AWE returns to Europe for the fourth year 17-18 October in Munich, Germany. Don’t miss the world’s leading spatial computing (AR/VR/MR) event series, what Forbes calls “the most essential AR+VR conference and expo,” in a unique market.

Spatial computing is at a critical crossroads. Find out why this is the case globally and in Europe as industry leaders take the AWE EU stage. Hear from those sharing real-life use cases, solving major technical challenges, bringing AR/VR into new sectors, considering ethical and legal issues, promoting diversity, and working on the cutting edge of XR development.

October 17-18, 2019

MOC Veranstaltungscenter, Munich, Germany


Spatial computing
Magic Leap
AR/VR Tech
Creativity drawing & modeling
and much more


  • The Challenge of Spatial Computing
  • Build VR/AR solutions with Amazon Sumerian

Wednesday, October 16 – Location: MOC – Room K1



16..18-Oct-2019, San Francisco, USA: xRS Week 2019

Published: September 24, 2019

The Future of Immersive Starts Here

xRS Week combines the most pressing strategic topics, research-driven insights, and the industry’s top executives and thought-leaders. Hear from business leaders, strategists, and technologists that provide you with actionable advice and help fast track your platform strategies and business opportunities.

October 16-18, 2019

Hotel Kabuki
1625 Post Street
San Francisco, CA 94115

Technology & Strategy
The Experiential Enterprise
Immersive Healthcare
Media & Entertainment
Disruptive Innovation

xRS Week is the annual executive conference produced by Greenlight Insights, the global leader in virtual and augmented reality market intelligence.



14..15-Oct-2019, San Francisco, USA: XRDC AR/VR Innovation Conference

Published: September 24, 2019

XRDC AR/VR Innovation Conference

XRDC brings together creators of augmented, virtual, and mixed reality (AR / VR / MR) for top tier education and unrivalled networking.

Join innovators to learn about the latest technologies, share best practices, and explore a wide range of interesting applications for games, entertainment, education, enterprise training, healthcare, automotive, and use cases of all kinds.

XRDC will inspire designers and developers while providing practical solutions for design, technical, and business challenges.

October 14-15, 2019

Fort Mason Festival Pavilion in San Francisco

From XR in architecture to VR movies, here’s what to see at XRDC 2019

Sessions and speakers


XRDC is the premier conference for augmented, virtual, and mixed reality innovators, focusing on use cases for immersive experiences across industries including games, entertainment, healthcare, education, training, industrial design, brand experience, and more.

Join business and technology leaders focused on strategy and innovation, AR/VR/MR producers, technical artists, designers, software engineers, and product and UX specialists from companies like Airbnb, Amazon, Apple, DAQRI, Epic Games, Facebook, Google, Honda, Viveport, Magic Leap, Marvel, NASA, Oculus, Pixar, PlayStation, Sony, Swisscom, Tencent, Twentieth Century Fox, YouTube, Unity, and Valve.

“As virtual, augmented, and mixed reality developers continue to expand their innovations into new industries, it’s become essential for XRDC to provide an educational space for this work to be displayed,” said Katie Stern, General Manager, XRDC and GDC. “We’re thrilled to provide our attendees with the opportunity to take a closer look at these innovations while networking with like-minded peers.”

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


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