What is the proper relationship between the physical and virtual worlds? When should we pierce the magic circle? What is virtual property and how should we treat it? Do avatars have rights, and if so, what ones? And so on.
We have been lucky to assemble six fascinating accounts of how we might approach the laws of the virtual worlds. They are each very different, but they all expand our understanding of the intersection between legal systems and these new (game) world systems. They are worthy markers of the ten year anniversary of the field of law and virtual worlds.
Issue editors: Celeste Lovette Guichard, Savannah College of Art and Design; Laura Salciuviene, Lancaster University Management School, UK; Gary Hardee, University of Texas at Dallas, TX, USA.
An important single thread runs through this issue: the exploration of artistic “process”. The importance of process in various instantiations to all of these articles renders this issue more specifically about “ars” in the Latin sense -- ars being a skill or a craft that usually, but certainly not always, results in an artistic object. As Elbert Hubbard, the founder of the Arts and Crafts community of Roycroft, said, “Art is not a thing, it is a way” -- it is the “way” of art in virtual worlds that we invite you to read about in the following pages.
Issue editors: Leonel Morgado, INESC TEC (formerly INESC Porto), UTAD – University of Trás-os-Montes Alto Douro; Nelson Zagalo, University of Minho, Portugal
(Cover: Nelson Fernandes)
In this issue you will find selected papers from Slactions 2012 as well as other papers from 2012 about: Langauge Learning Anxiety, Management Practice in VWs (AKA vManagement), Weight Management for Young People, The Effect of Group Influence on Individual Choices (recap of the Asch’s 1951 experiment), Technical setup of OpenSimulator, and Virtual Archaeology.
Issue editors: Shu Schiller, Wright State University, USA; Brian Mennecke, Iowa State University, USA; Fiona Fui-Hoon Nah, Missouri University of Science and Technology, USA.
This special issue on “managerial and commercial applications” of virtual worlds aims to highlight research that makes a significant and novel contribution in theory and practice about virtual worlds in the business domain.
Issue editors: Kenneth Y T Lim, National Institute of Education, Singapore; Young Hoan Cho, National Institute of Education, Singapore; Michael Vallance, Future University, Hakodate, Japan.
In this issue you will find perspectives from East Asia and Southeast Asia; the contrasts and comparisons are at once diverse and revealing - from David Herold's perspectives on games and gamers from China, to the work of Li and his team with similar community from Singapore, encompassing several other cultures, sub-cultures and scales of resolution at points in-between.
The papers chosen for this assembled issue of the Journal of Virtual Worlds Research all argue the need for further research into human engagement with virtual worlds and beyond a discussion of the affordances of virtual worlds and their limitations.
This issue focuses on standards for virtual worlds, with special relation to MPEG-V, the ISO standard for connecting within virtual worlds as well as to real worlds.
This issue includes articles from the 2010 Federal Consortium for Virtual Worlds Conference including a review of potential usages for government, military and business organizations; the case of the Swedish Embassy in SL; the criminal justice system and a "think piece" on unconstrained global citizens. The issue highlights some of the unique dimensions of Virtual Wolds that relate to governments & military.
This issue includes articles from the SLACTIONS 2010 Conference.This issue also marks the Journal's move to a new website, it is a minor visual change, but major infrastructure change that will take us forward over the next couple of years.
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 the academy and industry.Editor's note: This is the 2nd part of the Issue "The Researcher's Toolbox" (Part I v3(i1) which due to the quantity and quality of the articles submitted had to be devided.
Virtual worlds have made notable inroads into the lives of children, affording online extensions of their offline lives.
In this issue - a conceptual framework for understanding the space that virtual worlds occupy in children’s life.
This issue presents 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 issue, there is a 2nd issue (see "The Researcher's Toolbox, Part II") published on February 2011.
This issue features the best papers from the SLACTIONS 2009 conference, as well as papers sumbitted directly to the Journal. The metaverse is emerging, through the increasing use of virtual worlds' technologies that act as platforms for end-users to create, develop, and interact, expanding the realm of human cooperation, interaction, and creativity. Cover art by Paul Driver.
In this special edition 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 who attends high school in upstate NY.
This issue is part of an effort to explore the fields of standards for virtual worlds. 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 emphasizes the disciplines of economy and technology as critical harbingers to the endeavor of standards.
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.
This issue 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.
This issue of JVWR 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.
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.
Welcome to the inaugural issue of the JVWR 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. These 17 papers provide the foundation for the transdisciplinary field of virtual worlds research.
The full website for the Journal of Virtual Worlds Research can be found at: http://jvwresearch.org