JVWR Special Edition Call for Papers: Virtual Worlds for Kids
Posted by admin on May 14th, 2009 filed in UncategorizedComments Off
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 UncategorizedComments Off
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:
June 15, 2009: 500 word proposals emailed to guest editors with full contact information and a biographical note (up to 75 words) on each author.
July 30, 2009: Authors notified of acceptance
December 1, 2009: Submissions due
January 4, 2010: Feedback to authors from peer reviews
February 1, 2010: Responses to feedback/finished articles due
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 UncategorizedComments Off
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” (SLACTIONS 2009 2nd CFP)
Posted by admin on March 8th, 2009 filed in call for paperComments Off
In partnership with the SLACTIONS 2009 event, JVWR is pleased announce an open call for papers for:
—-
Journal of Virtual Worlds Research (ISSN 1941-8477)
* Special issue: “The Metaverse Assembled”, with best papers on
combination of metaverse platforms with external systems, integration of
platforms, GIS/metaverse mash-ups, and using metaverse platforms for
cooperation.
—-
Submission Deadline: March 31, 2009
SLACTIONS 2009 Event: September 24-26, 2009
Publication Date: December 2009/January 2010.
—-
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
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For more information on the Special Issue of the Journal of Virtual Worlds Research, please contact the guest editors. For more information on the SLACTIONS 2009 event, please visit the website: http://www.slactions.org/.
—-
All submissions for the CFP will be through the SLACTIONS 2009 conference and their website: http://www.slactions.org/.
—-
————————————————————————–
SLACTIONS 2009
Research conference in the Second Life® world - Life, imagination, and work using metaverse platforms
September 24-26, 2009
http://www.slactions.org/
============================================================================
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. The conference focus is scientific research on applications and developments of these metaverse platforms: Second Life, OpenSim, Open Croquet, Activeworlds, Open Source Metaverse, Project Wonderland, and others, providing a forum for the research community to present and discuss innovative approaches, techniques, processes, and research results.
SLACTIONS 09 is the first international conference held simultaneously in several countries on the topic of metaverse platforms. SLACTIONS 09 aims at covering most areas currently enabled by metaverse platforms, from educational research to content production, from gender studies to media distribution, and from metaverse-based branding, advertising, and
fundraising to emerging mash-ups and technology applications. SLACTIONS 09 is unique in its format too, as a one-of-a kind event conducted both in a metaverse platform (Second Life) and on-site in multiple countries
throughout the world. SLACTIONS will thus contribute to the current
redefinition of the way we think about hybrid online and on-site scholarly collaborations.
Whereas metaverse platforms are no longer a novel topic, they still pose
challenges for the adaption of conventional instructional and business
practices, research methodologies, and communication practices. We are
looking forward to presenting a program of research results, case studies, panel discussions, and demonstrations that scholars, educators, and businesses can port to their own environments and apply in their research, teaching, and business strategy. We will accept papers from the full spectrum of intellectual disciplines and technological endeavors in which metaverse platforms are currently being used: from Education to Business, Sociology to Social Sciences, Media Production to Technology Development, Architecture and Urban Planning to the Arts.
Topics covered may include but are not limited to:
* Accessibility in metaverse platforms
* Advanced scientific visualization in metaverse platforms
* Automatic content generation
* Behavioral studies in the metaverse
* Combination of metaverse platforms with external systems (e-learning,
e-business, etc.)
* Communicational paradigms in the metaverse
* Content management
* Creativity, design, and arts on the metaverse
* E-business and e-commerce applications
* Educational research, applications, and case studies
* Embodiment in metaverses and Gender Studies
* GIS/metaverse mash-ups
* Integration between metaverse platforms
* Nonprofit activities and fundraising
* Quantitative and qualitative research methodologies
* Social Sciences studies in or through metaverse platforms
* Space representation, use, and management in metaverses
* Using metaverse platforms for cooperation
============================================================================
Format
SLACTIONS 09 has the format of a hybrid online and physical conference. All paper presentations and plenary sessions by guest speakers will be held on-line in the Second Life virtual world, and projected locally for
participants attending physically. Physical participants can interact with the online participants via a “physical chapter avatar” and microphone. Participants will also be able to follow the proceedings broadcast on the Web and interact via a text chat applet.
Workshops and other events are conducted locally – or in mixed format
accross several participating chapters – and chapters may held local topical round tables.
============================================================================
Submissions
Authors are invited to submit:
* A full paper of eight to ten pages for oral presentation
* A “work in progress” paper of 4 pages for oral presentation
* A Flickr image or YouTube video, indexed with the tag “slactions 09” for poster presentations ‘in-world’ or presentation in SL using a creative format
All submissions are subject to a double blind review process and should be professionally proofread before submission. All manuscripts should be
formatted according to the ASIS&T proceedings template.
(Disclaimer: SLACTIONS 2009 is not associated with ASIS&T.)
No manuscripts will be accepted that do not meet the required format.
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Publication venues
All accepted papers will be published on-line and in an ISBN-registered
CD-ROM/DVD-ROM of proceedings. The Scientific Committee will invite authors of selected full papers to provide revised and expanded versions for publication in an ISBN-registered book. The authors of the best papers will be invited to provide revised and expanded versions for publications in special editions of journals or as single contributions to theme-specific journals:
Computer & Graphics (ISSN 0097-8493, SCI)
* Best paper on computer graphics - invitation to submit expanded version.
International Journal of Technology Enhanced Learning (ISSN 1753-5255)
* Special issue with expanded versions of selected papers on education.
Journal of Theoretical and Applied Electronic Commerce Research (ISSN
0718–1876)
* Selected papers on e-commerce and e-business.
Journal of Virtual Worlds Research (ISSN 1941-8477)
* Special issue: “The Metaverse Assembled”, with best papers on
combination of metaverse platforms with external systems, integration of
platforms, GIS/metaverse mash-ups, and using metaverse platforms for
cooperation.
VIRTual (ISSN 0873-1837)
* Special issue with expanded versions of selected papers on visualization, interactive systems and pattern recognition.
Check out www.slactions.org regularly for more information and developments on the book publisher, book series, and journal venues for best papers.
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Official language of the conference:
The official language for the on-line space and all submissions is English only. However, at the physical site of local chapters you can also use the native language of that location.
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Important dates
First call deadline: February 28th, 2009 — CLOSED
Second call deadline: March 31st, 2009 — OPEN
March 31st, 2009 - Submission results provided to authors of first call
papers
April 30th, 2009 - Submission results provided to authors of second call
papers
June 30th, 2009 - Deadline for early registration
July 31st, 2009 - Deadline for print-ready versions of accepted papers
September 24-26th, 2009 - Conference
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Local chapters
Belgium - Ghent University
Brazil/Rio Grande do Sul - Unisinos (Universidade do Vale do Rio dos Sinos)
Brazil/São Paulo - Pontificia Universidade Católica de São Paulo
Finland - Jyväskylän yliopisto
Hong Kong - Hong Kong Polytechnic University
Israel - HIT/Holon Institute of Technology
Portugal - Braga, joint organization of Universidade de Trás-os-Montes e
Alto Douro, Universidade do Minho, Universidade de Aveiro, Universidade do Porto
USA/Texas - University of Texas-Austin
USA/West Coast - University of California-Berkeley
Note: If you believe your institution can hold a physical chapter in an
as-yet unsupported region, please contact the organization at
info@slactions.org.
============================================================================
Programme Committee
Aaron Walsh, GRID Institute / Boston College, USA
Adriana Bruno, Universidade Federal de Juiz de Fora, Minas Gerais, Brazil
Ahmer Iqbal, Jyväskylän yliopisto, Finland
Ana Boa-Ventura, University of Texas-Austin, USA
António Ramires Fernandes, Universidade do Minho, Portugal
Augusto Abade, Universidade de Coimbra, Portugal
Benjamim Fonseca, Universidade de Trás-os-Montes e Alto Douro, Portugal
Carlos Santos, Universidade de Aveiro, Portugal
Daniel Gonçalves, Instituto Superior Técnico, Portugal
David Herold, Hong Kong Polytechnic University, Hong Kong
Daiana Trein, Unisinos - Universidade do Vale do Rio dos Sinos, Brazil
Donizetti Louro, Pontificia Universidade Católica de São Paulo, Brazil
Dor Abrahamson, University of California-Berkeley, USA
Ederson Locatelli, Unisinos - Universidade do Vale do Rio dos Sinos, Brazil
Eliane Schlemmer, Unisinos (Universidade do Vale do Rio dos Sinos), Brazil
Hanan Gazit, HIT-Holon Institute of Technology & MetaverSense Ltd., Israel
Hilary Mason, Johnson & Wales University, USA
George Siemens, University of Manitoba, Canada
Graham Attwell, University of Warwick, UK
Hugo Paredes, Universidade de Trás-os-Montes e Alto Douro, Portugal
Jeremiah Spence, University of Texas-Austin, USA
João Barroso, Universidade de Trás-os-Montes e Alto Douro, Portugal
João Varajão, Universidade de Trás-os-Montes e Alto Douro, Portugal
John Jamison, imagiLEARNING, Inc., USA
Julian Lombardi, The Croquet Consortium, USA
Leonel Morgado, Universidade de Trás-os-Montes e Alto Douro, Portugal
Lucia Pesce, Pontifícia Universidade Católica de São Paulo, Brazil
Luís Pedro, Universidade de Aveiro, Portugal
Lynn Alves, Universidade do Estado da Bahia, Brazil
Margarita Pérez-García, MENON Network, Belgium
Maria da Graça Moreira, Pontificia Universidade Católica de São Paulo,
Brazil
Maria Toro-Troconis, Imperial College London, UK
Marja Kankaanranta, Jyväskylän yliopisto, Finland
Martin Leidl, Technische Universität Darmstadt, Germany
Martin Valcke, Ghent University, Belgium
Miltiadis Lytras, Athens University of Economics and Business, Greece
Moez Limayem, University of Arkansas, USA
Narciso Cerpa Torres, Universidad de Talca, Chile
Nelson Zagalo, Universidade do Minho, Portugal
Niall Winters, London Knowledge Lab, UK
Patricia Hannaway, Vivaty Inc., USA
Paulo Frias, Universidade do Porto, Portugal
Paulo Martins, Universidade de Trás-os-Montes e Alto Douro, Portugal
Paul Penfold, Hong Kong Polytechnic University, Hong Kong
Pedro Almeida, Universidade de Aveiro, Portugal
Pedro Sequeira, Escola Superior de Desporto de Rio Maior, Portugal
Peter Duffy, Hong Kong Polytechnic University, Hong Kong
Pilar Lacasa, Universidad de Alcalá, Spain
Ramiro Gonçalves, Universidade de Trás-os-Montes e Alto Douro, Portugal
Shalini Chandra, Nanyang Technological University, Singapore
Sneha Veeragoudar Harrell,University of California-Berkeley, USA
Stefan Göbel, ZGDV, Germany
Steve Warburton, King’s College London, UK
Suely Fragoso, Unisinos - Universidade do Vale do Rio dos Sinos, Brazil
Teresa Bettencourt, Universidade de Aveiro, Portugal
Theng Yin Leng, Nanyang Technological University, Singapore
Tim Savage, Trinity College Dublin, Ireland
Vincent Ng, Hong Kong Polytechnic University, Hong Kong
Yesha Sivan, Shenkar College and Metaverse Labs Ltd., Israel
============================================================================
Organization
Ana Boa-Ventura, University of Texas-Austin, USA
Leonel Morgado - Universidade de Trás-os-Montes e Alto Douro, Portugal
Nelson Zagalo - Universidade do Minho, Portugal
============================================================================
Contacts
Organization: info@slactions.org
–
Jeremiah Spence
Editor
Journal of Virtual Worlds Research.
http://jvwresearch.org
E-mail: jeremiah.spence@jvwresearch.org
–
CFP - JVWR - Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds
Posted by admin on January 25th, 2009 filed in Announcement, call for paperComments Off
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 UncategorizedComments Off
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:
- 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.
- 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.
- “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.
- 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 UncategorizedComments Off
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>)
CFP: JVWR - 3D Virtual Worlds for Health and Healthcare
Posted by admin on December 11th, 2008 filed in UncategorizedComments Off
The May/June 2009 issue of the Journal of Virtual Worlds Research (JVWR - http://jvwresearch.org) is inviting interested authors and research groups to submit their original research papers, research-in-brief papers, reviews, monographs and ‘think pieces’, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship to be considered for publication in a forthcoming issue of the journal, to be published in May/June 2009, on the theme of ‘3D Virtual Worlds for Health and Healthcare’.
Background:
Over the past three years (2006-2008), the medical/health and public health communities have shown a growing interest in using online 3D multi-user virtual worlds like Second Life® (http://secondlife.com), OpenSim Grids (http://opensimulator.org/wiki/OpenSim:Grids), Twinity (http://twinity.com/) and other virtual worlds, to serve many purposes, including, but not limited to, health education, community outreach, training and simulations.
Some examples of the wide range of application of virtual worlds to medicine and health include:
• Emergency preparedness training (Play2Train), http://www.play2train.org
• Paramedic training (Kingston University and St George’s, University of London), http://www.kingston.ac.uk/pressoffice/pressreleases/2008/october/13-First-paramedic-course-to-use-Second-Life/
• A 3D virtual hospital that communicates complex healthcare messages and illustrate possibilities for the future of healthcare (Imperial College London in conjunction with the UK’s National Physical Laboratory), http://secondhealth.wordpress.com/
• Public education and outreach about sexual health, including seminars and various experiences (University of Plymouth, UK), http://healthcybermap.org/slsexualhealth/
• Medical research and teaching that includes reproductions of real-life laboratories and meeting spaces for collaboration, (Sbarro Health Research Organization), http://shro.org/SHRO/allPDF/pressRoom/press/08_2_11shro.pdf
• Consumer health education and development of new ways for users and libraries to interact (Health Info Island) http://infoisland.org/islands/health_info/
• And many other examples—see http://healthcybermap.org/sl.htm
If you are involved in any research project or initiative related to health and healthcare in virtual worlds, please consider contributing to this special edition of the Journal of Virtual Worlds Research. For specific submission instructions and detailed descriptions of the different submission formats visit: http://www.jvwresearch.org/section_policies.html
Deadline for Submissions:
Abstract - January 20, 2009
Full manuscript – March 5, 2009
Publication: May 1, 2009
For further information please contact:
Susan Toth-Cohen, Department of Occupational Therapy, Jefferson College of Health Professions, Thomas Jefferson University, USA, and Guest Editor, Susan.Toth-Cohen@jefferson.edu
Simon Bignell, Centre for Psychological Research, University of Derby, UK, and Guest Editor, S.Bignell@derby.ac.uk
Maged N. Kamel Boulos, Faculty of Health, University of Plymouth, UK, Associate Editor, mnkamelboulos@plymouth.ac.uk
About the Journal:
The Journal of Virtual Worlds Research is an online, open access academic journal that adheres to the highest standards of peer review and engages established and emerging scholars from around the world. The Journal of Virtual Worlds Research is a transdisciplinary journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research.
JVWR Editorial Team:
Advisory Editors: Nancy Baym, University of Kansas; Edward Castronova, Indiana University; James Gee, Arizona State University; Ang Peng Hwa, Nanyang Technological University; Steve Jones, University of Illinois at Chicago; Jorge Peña, University of Texas at Austin; Ralph Schroeder, Oxford Internet Institute; Joseph Straubhaar, University of Texas at Austin; Kathleen Tyner, University of Texas at Austin; Natalie Wood, Saint Joseph’s University
Editor: Jeremiah Spence, University of Texas at Austin
Associate Editors: (Jim) Chee Siang Ang, City University London, UK; Mark Bell, Indiana University, USA; Maged N. Kamel Boulos, University of Plymouth, UK; Connie Cassarino, Center for Advanced Learning, IBM, USA; Myriam Dunn Cavelty, Center for Security Studies, ETH Zurich, Switzerland; Aaron Delwiche, Trinity University, USA; Suely Fragoso, Universidade do Vale do Rio do Sinos / Unisinos, Brazil; D. Linda Garcia, Georgetown University, USA; Eric Hackathorn, National Oceanic & Atmospheric Administration, USA; Sun Sun Lim, National University of Singapore, Singapore; Gilson Schwartz, University of Sao Paulo, Brazil; Amanda Salomon, Smart Internet Technology CRC, Australia; Yesha Y. Sivan, Shenkar College & Metaverse Labs, Israel; Stephanie Smith, NASA JSC Learning Technologies, USA; Kurt Squire, University of Wisconsin-Madison; Caja Thimm, University of Bonn, Germany; Robert Vinet, Community Chest, France
Journal Critique: The Journal of Virtual Worlds Research: A Serious Look at Virtual Life
Posted by admin on November 25th, 2008 filed in UncategorizedComments Off
The Journal of Virtual Worlds Research: A Serious Look at Virtual Life
November 25th, 2008 | Published in SLentrepreneur Magazine Feature Articles
by Sigmund Leominster, News Editor
The Second Life™ virtual world is, as we know, one of a number of online environments available to consumers. And it would not be unfair to characterize press coverage in general as tending toward an emphasis on the prurient and scandalous. The recent case of real life couple David and Amy Pollard, whose marriage has ended in divorce after he was found cheating with a Second Life co-respondent, Modesty McDonnell, has been covered internationally by many newspapers, TV stations and bloggers. In contrast, cases of Second Life intellectual property theft rarely make it past the pages of Second Life bloggers. And though the case of Stroker Serpentine (real life=Kevin Alderman) and his sex beds did make mainstream news, doubtless the implicit sexual angle enhanced its appeal as a “newsworthy” item.
The new Journal of Virtual Worlds Research offers a different angle - attempting a more sober and scientific analysis of virtual worlds. It is worth quoting the journal’s scope of practice in full in order to appreciate the gravitas of the publication:
“The Journal of Virtual Worlds Research is an online, open access academic journal that adheres to the highest standards of peer review and engages established and emerging scholars from anywhere in the world. The Journal of Virtual Worlds Research is a transdisciplinary journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research. The field of virtual worlds research is a continually evolving area of study that spans across many disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly work.”
The open access policy means that it is available to anyone and there is a free subscription to regular e-mail updates. Submission involves a peer review process, with each article being reviewed by two “experts in the field,” and a target publication in under ten weeks for articles of 25 pages or less. This turnaround time is substantially faster than that of many other journals.
The current editor is Jeremiah Spence from the Department of Radio, TV & Film in the
University of Texas at Austin. Spence is currently pursuing his doctorate and has presented at conferences internationally on virtual worlds.
Authors are encouraged to submit materials covering a wide range of formats. As well as standard peer-reviewed articles, submissions can include research-in brief papers, essays, monographs, “think pieces,” book reviews, and interactive online exhibits and demonstrations. The current issue of the journal (volume 1, number 2) focuses upon the theme of consumer behavior in virtual worlds, with specific titles such as “Consumer Code: Use-value, Exchange-Value, and the Role of Virtual Goods in Second Life” by Jennifer Martin; “The New Virtual Consumer: Exploring the Experiences of New Users” by Lyle R. Wetsch, and “Having But Not Holding: Consumerism & Commodification in Second Life” by Lori Landay. These are not your typical blog postings or sensationalist rants. For example, in Jennifer Martin’s article, she argues that, “Although there remains a lack of use-value in virtual goods, it is important to note that their consumption should not be read as irrational or meaningless. A significant number of individuals who enter into forms of online engagement highly value their interactions. (p.18).”
Reading through a number of these articles – and for those not used to academic writing, they can be a little dry and formal – is a useful exercise in stepping back from the drama of Second Life and getting a quasi-anthropological view of the virtual environment. SL® entrepreneurs and business people might even glean useful information from the papers.
As a free resource, and with its academic slant, the journal promises to be a valuable addition to the growing body of Second Life media.
Website
The Journal of Virtual Worlds Research: http://www.jvwresearch.org/index.html
Google Lively is Dead…..
Posted by admin on November 19th, 2008 filed in UncategorizedComments Off
http://www.techcrunch.com/2008/11/19/google-kills-lively/
For one reason or another, it seems that Google is out of the virtual worlds business.