Vol 9, No 1 (2016)

Assembled 2016 Part 1

This 2016 Assembled issue of the Journal of Virtual Worlds Research relates to an eclectic group of six articles covering a variety of aspects of the use of virtual worlds. Firstly presented is a short history of the virtual world economy that provides the reader with an overview of where the virtual economy began in three virtual worlds and where it is today. The second article discusses the use of non-player characters in courses and how students reacted to these. The third article relates to the use of a virtual world to provide training for office-based medical emergencies. The fourth article explores the relationship between the real and the virtual supermarkets. The fifth article looks at lighting controls used in virtual environments, and the final article is an overview of the use of cloud in connecting video games.

Table of Contents

Issue Editors' Corner

Editorial PDF
Sue Gregory

Peer Reviewed Research Papers

A Brief History of Virtual Economy PDF
Mohamed Nazir, Carrie Siu Man Lui
Put on Your Game Face: Designing the Researcher Presence In immersive Digital Environments PDF
Jaime Banks, Rosa Mikeal Martey
Developing Virtual Reality Simulations for Office-Based Medical Emergencies PDF
Alexander J. Lemheney, Ed.D., William F. Bond, M.D., Jason C. Paden, Matthew W. LeClair, M.S., Jeannine N. Miller, M.S.N., Mary T. Susko, M.H.A.
The Relation between Customer Types in a Real Supermarket Compared to a Virtual Supermarket PDF
Vassilis Javed Khan, Rebecca Brouwer
Utilizing Virtual Environments for the Evaluation of Lighting Controls PDF
Vassilis Javed Khan, Tino van de Kraan, Johan van Leest, Jon Mason, Dzmitry Aliakseyeu
Gamecloud - A Platform for Connecting Video Games PDF
Janne Parkkila, Kati Järvi, Timo Hynninen, Jouni Ikonen, Jari Porras

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The full website for the Journal of Virtual Worlds Research can be found at: http://jvwresearch.org