CFP: Journal of Virtual Worlds Research – History and Heritage in Virtual Worlds

Posted by admin on February 7th, 2010 filed in Uncategorized
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CFP: Journal of Virtual Worlds Research – History and Heritage in Virtual Worlds

History and Heritage in Virtual Worlds history_heritage@jvwresearch.org

Please submit an abstract to the above email address for a special issue of Journal of Virtual Worlds Research. Include a title, title, names and affiliations of authors, and 500 words.

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Journal of Virtual Worlds Research: History and Heritage in Virtual Worlds

http://jvwresearch.org/

I. Editorial Team

II. Call for Proposals

Virtual worlds provide a unique way for us to interact with our memories, interpretations, beliefs, and traditions. This can be cultural heritage in the real world, or the equally real social legacies of online communities. We invite you to tackle the complex issues of making these histories come alive in this special issue of JVWR.

Submissions can include (but are not limited to):

  1. Critiques of virtual worlds that involve historical situations or heritage sites.
  2. Guidelines and arguments as to the design and experience of virtual worlds for history and heritage
  3. Interviews (both physical-world and in-world) with designers of the above virtual worlds.
  4. Critiques or evaluations of sandbox games and virtual environments regarding history and heritage.
  5. Reports on accidental or planned historical or cultural events, artifacts and rituals that take place in virtual worlds.
  6. Explorations on how to best utilize the unique interactive, technical and psychological aspects of virtual worlds for the purpose of historical or heritage-based learning.

This special issue has two overarching goals:

  1. To provide case studies involving the design, use and evaluation of history and heritage-based virtual worlds.
  2. To outline the key theoretical debates pertaining to the issues raised by the design, use and evaluation of these virtual worlds.

Authors are encouraged to include a critical perspective, including discussions of the strengths and weaknesses of their own methods.

III. Key Dates

Abstracts Due: Friday 10 September 2010

Abstract Judgments Due to Authors: Friday 8 October 2010

Full Papers Due: Friday 7 January 2011

Initial Approval of Papers by Guest Editors Due: Monday 7 February 2011

Final Drafts Approved by the Guest Editors Due: Monday 7 March 2011

Publication Date: May 2011

For further details please refer to the main http://jvwresearch.org/ website.


Journal of Virtual Worlds Research: Job Openings / Seeking Collaborators

Posted by admin on February 3rd, 2010 filed in Uncategorized
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Journal of Virtual Worlds Research: Job Openings / Seeking Collaborators

The Journal of Virtual Worlds Research, an online, open-access, peer reviewed academic journal, is currently seeking applications for the positions of Managing Editor, Marketing Director and Editorial Coordinator.

Position overview:

1. Managing Editor: The Managing Editor handles the day-to-day operations of the Journal, coordinates the publication process with the Editor-in-Chief, Guest Editors, Editorial Coordinator, and responds to inquiries from the general public. The position is currently unpaid; however, we hope to be able to provide a stipend for this position in the future.

Please send a letter of interest, CV and availability to Jeremiah Spence, Editor-in-Chief, JVWR – jeremiah.spence@jvwresearch.org


CFP: Journal of Virtual Worlds Research – The Researcher’s Toolbox

Posted by admin on July 28th, 2009 filed in Uncategorized
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**Update**

Researcher’s Toolbox Methods Issue Abstract Submissions: toolbox_abstracts@jvwresearch.org

Please submit abstracts of up to 500 words, including a title, names and affiliations of authors, in e-mail format.

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Journal of Virtual Worlds Research: The Researcher’s Toolbox

I. Editorial Team

• Tom Boellstorff, University of California, Irvine

• Celia Pearce, Georgia Tech University

• Dmitri Williams, University of Southern California

• Thomas Malaby, University of Wisconsin, Milwaukee

• Elizabeth Dean, RTI

• Tracy Tuten, East Carolina University

II. Call for Proposals

The Journal of Virtual Worlds Research announces a special issue devoted entirely to research methods and virtual worlds with the objective of creating a methodological toolbox for researchers. The editors for this special issue invite submissions from a broad array of disciplinary approaches.

Methods can include (but are not limited to):

• Physical-world and in-world ethnography

• Surveys

• Focus Groups

• Interviews (both physical-world and in-world)

• Design Research/Playtesting

• Experimental Methods

• Back-End Data-Collection-Based Research

This special issue has three overarching goals:

(1) To provide case studies featuring methods currently being developed and used in virtual worlds research in academia and industry. These contributions will emphasize practical information about how to design and implement various research methods.

(2) To discuss how multiple methods can be integrated in research design.

(3) To explore the key theoretical debates pertaining to method. Authors are encouraged to include a critical perspective, including discussions of the strengths and weaknesses of their own methods.

With these goals in mind, themed sections for the special issue will be as follows:

(1) Methods Toolbox

Papers targeted for this section should describe specific methods and how they are employed in different types of research, including:

• Practical “how-to” articles that present the basics of a given method, and how it has been modified for virtual worlds research.

• Specific case studies that describe how a method was developed and used for a specific project, including an evaluation of strengths and weaknesses.

• Research ethics and human subjects boards: how do we ensure that differing methods are conducted with ethical responsibilities to our research subjects, and how can we effectively explain our methods to human subjects boards?

(2) Methods and Research Design

Papers targeted for this section should discuss how methods can be combined to enhance different research results, including:

• Conceptual challenges: which methods to mix? Which to leave out? These questions concern the relationship between methods and research questions.

• Practical challenges: how to allocate sufficient time and attention to differing methods within a single research project.

• Write-up challenges: how to present the relationships between differing methods when publishing research findings.

(3) Debates about Method

Papers targeted for this section should discuss broad theoretical debates confronting methodologies for virtual worlds research, including:

• Key concepts: particularly because this is a relatively new area of research, many debates about research methods for virtual worlds arise because participants are talking past each other, due to the fact that key concepts do not have a shared meaning. What are some provisional conceptual frameworks that can facilitate more illuminating discussions of research methods in virtual worlds?

• Epistemologies: how do ways of seeing and meaning-making, as well as cultural or disciplinary approaches and biases, influence research approaches and outcomes with regard to virtual worlds? How can we avoid forms of “methodological partisanship” that claim certain methods have an epistemological privilege over others? When should generalizability be a goal, or not? When should causality be a goal, or not?

• Funding biases: how do differing sources of research funding shape debates over methodology? How can we better explain the value of various methods to funders?

III. Key Dates

Abstracts Due: 15 September 2009

Abstract Judgments Due to Authors: 15 October 2009

Full Papers Due: 5 January 2010

Initial Approval of Papers by Guest Editors Due: 1 February 2010

Final Drafts Approved by the Guest Editors Due: 1 March 2010

Publication Date: 2 April 2010


JVWR Special Edition Call for Papers: Virtual Worlds for Kids

Posted by admin on May 14th, 2009 filed in Uncategorized
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CALL FOR PAPERS

Journal of Virtual Worlds Research (http://jvwresearch.org/)

Special issue, Vol. 3 (3), 2010: Virtual Worlds for Kids

Abstract Deadline: 20 October 2009

Guest Editors:
Sun Sun Lim, National University of Singapore, sunlim@nus.edu.sg
Lynn Schofield Clark, University of Denver, Lynn.Clark@du.edu

While virtual worlds for young adults have received considerable research attention, virtual worlds for young children – from preschoolers to preteens – have not been studied as extensively. Yet statistics indicate that children worldwide are using the Internet at younger and younger ages, and are exploring a wide range of online environments including virtual worlds such as Neopets, Habbo Hotel, Club Penguin, Webkinz, BarbieGirls.com, MoshiMonsters etc.  Participation in such virtual worlds have been found to aid in the development of children’s social, linguistic and technological skills, and to offer them enriching learning experiences, outlets for creative expression and opportunities for identity exploration. At the same time however, concerns about the potentially adverse impact of such virtual worlds prevail, be it moral panics about sexual grooming, fears of online addiction or more mundane worries about exposure to online advertising. While research on children’s participation in virtual worlds is growing, clearly more light needs to be shed on the benefits and harms of children’s participation in these engaging and increasingly popular multimedia environments.

This special issue of the Journal of Virtual Worlds Research will explore children’s participation in online virtual worlds , and focus specifically on the preschool to preteen group, from about 3 to 14 years of age. We welcome participation from a broad range of academic researchers and practitioners using a variety of theoretical and methodological approaches from such fields as communications, psychology, education, computer science, sociology, anthropology and marketing. Topics of interest are (but not limited to):
•    typologies of children’s virtual worlds
•    ethnographies of children’s use of virtual worlds
•    avatar building, identity exploration and peer dynamics
•    educational uses of children’s virtual worlds
•    lifestage analyses comparing experiences of children of different ages
•    supervisory strategies of parents, guardians, teachers
•    joint online activities of siblings and other family members
•    family online activities in virtual worlds
•    policy and public education responses
•    industry self-regulation measures
•    advertising and marketing to children in virtual worlds
•    research methods and ethical issues

Please submit a 500 word abstract to the guest editors as an e-mail attachment no later than 20 October, 2009. The five best abstracts will also be submitted as a panel for consideration  by the Children, Adolescents and the Media interest group of the International Communication Association 2010 conference (held from 22 – 26 June 2010 in Singapore). Please include full contact information and a biographical note (up to 75 words) on each of the authors and indicate whether you wish to be considered for the ICA panel submission.  Authors of accepted abstracts will be notified by 10 November, 2009 and will then be invited to submit a full paper to the guest editors. Manuscripts should be no more than 8,000 words, including notes and references, conform to APA style, and submitted by 31 March , 2010.  All papers will be subject to anonymous peer review following submission.

We also welcome submissions in the form of think pieces and interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

Important dates
20 October 2009: Deadline for abstract submission
10 November 2009: Announcement of results
31 March 2010: Submission of full papers
22-26 June 2010: ICA conference in Singapore
September 2010: Publication of special issue


JVWR Special Edition Call for Papers: Government and Virtual Worlds

Posted by admin on May 14th, 2009 filed in Uncategorized
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Journal of Virtual Worlds Research – http://jvwresearch.org

Special Edition: Government and Virtual Worlds

Guest editors:
Paulette Robinson, PhD
Michael Piller, PhD
Information Resources Management College
National Defense University
Co-Leaders—Federal Consortium for Virtual Worlds

The government has been increasingly interested in creating and using digital collaborative environments to interact within agencies, across agencies and with the citizens.  The current Obama administration has provided a more open and inviting culture for pursing this collaboration.  As one of the responses, there is a growing interest in the government to use virtual worlds (VW) to collaborate in government through 1) robust information delivery environments for citizens, 2) meetings, conferences, events, 3)  education and training, 4) rapid design prototyping, and 5) analytical individual and collaborative work spaces.

This special issue of the Journal of Virtual Worlds Research (JVWR) will highlight government virtual world projects, collaborations and research. Submissions that address projects will describe the project, challenges/solutions, benefits to the government and citizens, measures of success, lessons learned, and the future projections for the project. We welcome participation from a broad range of researchers and practitioners using a variety of research and methodological approaches.  The top three pieces included in this special issue will be invited to present at the 2010 Federal Consortium for Virtual Worlds Conference.  We also welcome submissions in the form of think pieces and interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.  See the JVWR website for details: http://www.jvwresearch.org/about.html.

Manuscripts should be no more than 10,000 words (including notes and references) and conform to APA style.  All papers will be subject to peer review following submission.

Timeline:

November 20, 2009:           500 word proposals with full contact  information and a biographical note (up to 75 words) on each author emailed to guest editors.
May 2010:                             Publication Date

We also welcome submissions in the form of think pieces and interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

Questions and submissions can be emailed to both Paulette Robinson (robinsonp@ndu.edu) and Michael Piller (pillerm@ndu.edu).

Journal of Virtual Worlds Research – http://jvwresearch.org


JVWR News and Notes

Posted by admin on April 17th, 2009 filed in Uncategorized
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Journal of Virtual Worlds Research News and Notes:

The Journal is progressing amazingly well and has recently reached a milestone in its evolution towards becoming the source for quality academic content for virtual worlds research with the publication of the first issue of volume 2 on the theme of Pedagogy, Education and Innovation in Virtual Worlds this month.

–JVWR continues to be dedicated to open scholarship. Open scholarship means that JVWR does not charge authors nor readers for accessing the content on the website.
–The majority of the JVWR content goes through the double-blind peer review process.
–Given that JVWR does not have subscriber revenue or advertising revenue we are dependent on: volunteer contributions, institutional sponsorship and individual financial contributions.
–Since last November 2008 JVWR has received funding and institutional support from the Singapore Internet Research Centre courtesy of Prof. Ang Peng Hwa of NTU.
–Since February 2009 JVWR has received funding and institutional support from the Department of Radio, TV and Film at the University of Texas at Austin courtesy of Profs. Joseph Straubhaar and Sharon Strover.
–JVWR received its first unsolicited donation of US$10 from a reader in March 2009.
–The rejection rates for articles ranges from 50-90% depending on the issue.
–”Journal of Virtual Worlds Research” is now a registered mark with the U.S. Patent and Trademark Office.
–JVWR is now owned and published by the Virtual Worlds Research Consortium, a Texas non-profit corporation.
–Over the next several weeks JVWR will undergo a major upgrade of the website that will move the site into a content management system and an integration of the website with the Open Journal Systems platform (the system that manages the article submission and peer-review process).
–JVWR has issues scheduled for publication through Summer 2010.
–JVWR & VWRC are now members of the CrossRef organization, which means we will get the unique identifiers for each article in the same way that major publications have their articles identified. (ex. 10.12345/jvwr.1.1.123)
–JVWR is currently work with the technical staff at the Texas Digital Libraries Consortium to improve the user experience with the Open Journal System interface.
–JVWR is currently planning an academic conference on Virtual Worlds Research in 2010. (details will be forthcoming)

JVWR is dedicated to open scholarship.  This means that we do not charge reader for accessing the content of the Journal.  We do not have advertisers and we never charge authors fees related to publishing their articles.  We need your support to keep the journal operating and producing the highest quality content for the global audience of virtual worlds researchers.

Ways you can support JVWR:
–Establish an institutional sponsorship between your organization and JVWR. Financial contributions from organizations start at US$1000 and provides recognition on every article published by JVWR.
–Provide a personal financial contributions in support of JVWR. (http://www.jvwresearch.org/donate.html)
–Volunteer in promoting and developing the journal and/or encourage your students to volunteer.
–Contribute ideas for innovation to the development of the journal.
–Promote the Journal in the forums you frequent.

Yours,

Jeremiah Spence

Editor, JVWR

jeremiah.spence@jvwresearch.org


JVWR Call for Papers: “The Metaverse Assembled”

Posted by admin on March 8th, 2009 filed in call for paper
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CALL FOR PAPERS

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.

The Metaverse Assembled issue will also feature the best papers from the SLACTIONS 2009 conference.
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Publication Date: February/March 2010.
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Guest Editors for this issue:

  • D. Linda Garcia, Georgetown University, USA – garciadl@georgetown.edu
  • Hanan Gazit, MetaverSense Ltd and H.I.T-Holon Institute of Technology, Israel (gazit[at]hit[dot]ac[dot]il)
  • Garrison LeMasters, Georgetown University, USA – gl75@georgetown.edu
  • Leonel Morgado, UTAD, Portugal – leonelm@utad.pt


CFP – JVWR – Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

Posted by admin on January 25th, 2009 filed in Announcement, call for paper
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CALL FOR PAPERS – Journal of Virtual Worlds Research

Theme: Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

Deadlines: Abstract – June15, 2009.
Full manuscript – November 1, 2009
Publication Date: December 15, 2009

Guest Editors:
Mandy Salomon, Smart Internet Technology CRC, msalomon@swin.edu.au
Serge Soudoplatoff, ESCP-EAP, Hetic; serge@almatropie.org

Whether it may be server as ‘land’, avatar enhancements, like a sword in an online game, an object that signifies social status in a 3DChatroom, or a currency that exists only in cyberspace, the range of virtual assets is as diverse as the scope of assets we gather in the physical world.

The total amount of assets in virtual worlds, including online games, is estimated to be in the vicinity of US$2 billion. The trade of millions of objects has given birth to virtual economies. Some, like Second Life, have a fluctuating currency tied to real world monetary exchange. Others, like Gaia, reward users for hours of play with gifts, which can be auctioned, following e-bay style, for real money.  QQ coins, the Chinese digital currency, are now so included in e-business that it is disrupting established banking practices there.
On the other hand, the regulatory framework surrounding these phenomena is often ill defined, and even worse, exploitative of millions of users. In Second Life, the End User License Agreement (EULA), explained by VW’s commentator Julian Dibbell as “that egregious tool of corporate tyranny over the defenseless voiceless customer” was successfully contested by Mark Bragg. Nevertheless, the statement that virtual goods constitute ‘property’, and hence can be ‘owned’ is still far from solid.

Given such vagaries, what motivates people to invest their time and money and continue to trade together? How is the value of a digital object determined? What can be learned about identity, reputation and social capital in respect to virtual products and services?

In some virtual environments, ‘currency’ is little more than a limited license right. Notwithstanding, models such as Project Entropia, demonstrate that the membrane between real and virtual trade is permeable. So, to what extent are virtual goods and services co-related to the real economy? How is the global financial crisis impacting on virtual expenses?

Clearly, there is a need for a better understanding of virtual commerce (v-commerce) while it is still in its infancy. Today the buying action is performed through a web site; what about tomorrow? Shall we see a proliferation of virtual shopping centers? Might the promise of virtual objects become an incentive for real world action?  And what would be the tax implications? How are national jurisdictions determined in the virtual world?

The seventh issue of the Journal of Virtual Worlds Research is dedicated to explore the issue of economy in virtual worlds in its broadest sense. We welcome articles from academic researchers and practitioners in areas such as communications, sociology, psychology, anthropology, information systems, political science, game studies and cultural studies.

Topics of interest include (but are not limited to):
•    Characteristics of virtual world economy.
•    Classification of Virtual Worlds, regarding economic parameters.
•    Indicators, figures, status of the economy.
•    Relationships between virtual world economy and real economy.
•    The role and nature of virtual assets.
•    Government approaches to taxation of virtual economy.
•    Nature of goods and services that are exchanged among users; in world and out world.
•    Incentives for users to spend money on virtual goods.
•    Future of virtual commerce.

Guidelines and Deadlines
We welcome submissions in the form of full research papers, research-in-brief papers, “think-pieces”, essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.

For specific submission instructions and detailed descriptions of the different submission formats visit: http://jvwresearch.org


CFP: JVWR – Virtual Worlds: Technology, Economy, and Standards

Posted by admin on January 25th, 2009 filed in Uncategorized
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CFP – Update…

We are relatively open re the abstract format:
* Make it 1-3 pages (1 full page in condense form is fine… but do not limit yourself).
* Use the first page to tell us the gist of your submission

* What is the format (“full research papers, research-in-brief papers, “think-pieces,” essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship).
* Try to answer how your proposed work relates to the concepts of Technology, Economy, and Standards.
* List other relevant papers or theories.
* Try to share what is unique about this submission.

Following the abstract (Deadline: March 30, 2009. 23:59) you will receive initial feedback by April 15, 2009 from the editors.

A full submission will be needed September 1, 2009.

By September 15 you will be notified re rejection, accaptance, or conditional accaptance. Depending on the quality and format of your submission you may be assigned to the external reviewers or one of the editors.

After we receive your updated submission your paper will then be moved to the publication editors which may call for minor technical changes.

CALL FOR PAPERS – Journal of Virtual Worlds Research – Vol 2 issue 3.
Theme: Virtual Worlds: Technology, Economy, and Standards

In this special issue we are looking to examine the often hidden relations between technology, economy, and standards in the specific field of Virtual Worlds.

Deadlines: Abstract or expression of interest (one page) – Monday, March 30, 2009
Full manuscript – September 1, 2009
Publication Date: October 1, 2009

Issue Editors:

  • Dr. Yesha Y. Sivan, Metaverse-Labs Ltd. and Shenkar College
  • J.H.A. (Jean) Gelissen, Philips Research
  • Prof. Robert Bloomfield, Johnson Graduate School of Management, Cornell University

Email:

Overview

We assume that:

  1. Virtual Worlds are destined to become big; big in the sense of meaningful, influential, and making money for various current and new players. Every aspect of our lives will be affected by virtual worlds. Beyond being another media, Virtual Worlds will be part of our regular lives, they are going to enhance, improve, and better our quality of life. Much like the internet, virtual worlds will allow us to do “traditional” things more effectively, and do other things anew.
  2. Real Virtual Worlds are defined as an integration of four factors: 3D view of the world, Community, Creation, and Commerce (AKA 3D3C). The more we have of these factors the closer we get to real virtual worlds. In that sense IMVU, Second Life, and Entropia are more Real Virtual Worlds than Club Penguin, World of Warcraft, and SIMS on-line.
  3. “Standards” as a concept and mechanism are often misunderstood. People often link standards with competing concepts: open and free on one hand and propriety patents, limitation of creativity on the other hand. Like many other human constructs, standards are not inherently good or bad – what you do with a standard gives them value: be it good or bad.
  4. Currently the virtual worlds industry operates more like the Computer Gaming Industry than like the internet industry. Each developer, be it private (e.g., Linden, Forterra) or an open source (e.g., Sun Darkstar, OpenSim) is developing its own server, client, and rules of engagement. The inherent rationale of these efforts is a combination of “we know best” and “we will conquer the world.” While this may be the case (see Microsoft Windows, Apple iPod, or Google search), the common public good calls for a connected system like the internet, where different forces can innovate in particular spots of the value chain.

Topics of interest include (but are not limited to):

  • Specific standards or family of standards that can impact virtual worlds.
  • Economic analysis of specific standards for specific firms.
  • Discussion on Privacy, Authentication, and related issue (for example Open ID).
  • Legal Aspects of virtual worlds that can be set in the technical specs.
  • Review of relevant technology platforms, their pros, and cons.
  • Case studies of large-scale standardization efforts (Windows, Linux, GSM) and the lesson learned from them to virtual worlds.
  • Visions of the virtual world’s universal access system (network and station).
  • Comparing related terms such as working code, for and not-for-profit efforts, open source, formal systems.
  • Key places were standards matter (looking for the mouse and windows of virtual worlds) in other words the interfaces to and from the real (physical) world.
  • Economic analysis of various externalities in the field.
  • Winning stories of standards in the field (be it private, public, open, etc).
  • Example of wrong standards, failed standards, and other things to learn from.
  • Short term winnings (VRML) vs. Long term value.
  • What do we need to add to current standards so they will be used in virtual worlds (ISBN 3D? OpenID3D? etc).
  • The impact of open standards on close systems (Android); the impact of propriety technology (iPhone).
  • Connection various legal formats (GPL, LGPL) and new technologies (i.e., Grid/cloud for virtual worlds).

The editors of this issue specifically encourage short papers on specific examples (past, present, or future). If you need to use Jargon or acronyms please spell them and explain. Assume the readers are versed with various aspects of virtual worlds and not necessary economy, technology or standards. The link to real virtual worlds should be clearly spelled. Papers will influence the development of MPEG-V (the official ISO effort to develop global standards between real and virtual worlds.
Guidelines and Deadlines
We welcome submissions in the form of full research papers, research-in-brief papers, “think-pieces,” essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.
For specific submission instructions and detailed descriptions of the different submission formats visit: http://jvwresearch.org


JVWR: Call for Think Pieces

Posted by admin on December 19th, 2008 filed in Uncategorized
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The Journal of Virtual Worlds Research (http://jvwresearch.org) is soliciting “think pieces” in response to the following questions:

“In thinking about the spaces of virtual worlds, and the practices
we witness within them, how can we define what counts as culture?
Can we see any common cultural trends emerging in different virtual
worlds, or are practices as disparate as the worlds and groups we
find within them?”

The formatting guidelines are:

* 1000-1300 words total
* The “think pieces” are brief essays or papers intended to spur discussion amongst the scholarly community.
* The pieces should aim to ask provocative questions for future research and debate, rather than provide definitive answers.
* We encourage the use of visual aids such as images, video clips, or links to content in virtual worlds.
* Abstract (no more than 300 words) and keywords (a minimum of 3)
* APA Style (unless it is inappropriate for the type of essay being submitted)
* The website currently only accepts .doc and .rtf formats.
* Single-spaced

The deadline for submissions is: January 9, 2008, 5pm CST

Please send your submissions directly to: Mia Consalvo (consalvo@ohio.edu <mailto:consalvo@ohio.edu>) and Mark Bell (typewritermark@gmail.com <mailto:typewritermark@gmail.com>)