2009
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. This issue focuses on applications and developments of metaverse platforms, including: Second Life, OpenSim, Open Croquet, Activeworlds, Open Source Metaverse, Project Wonderland, among others., and seeks the best papers examining the integration of metaverse platforms with external systems, integration of platforms, GIS/metaverse mash-ups, and using metaverse platforms for cooperation.
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, such Edward Castronova, Julian Dibbell or KZero’s Nic Mitham 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, Eli Kosminksy, who attends high school in upstate New York. We would also point out that this issue extends its format to include Anthony Gilmore’s pictorial story, Julian Dibbell’s audio interview, and Lori Landay’s machinima. In real life, most contributors live in the US, the UK and Europe, and we, the editors, are based in Australia and France.
This edition 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.
2008
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. 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.
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.
This is the inaugural edition of the Journal of Virtual Worlds Research.
1 - 8 of 8 Items
The full website for the Journal of Virtual Worlds Research can be found at:
http://jvwresearch.org