Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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Virtual Goods Purchase, Game Satisfaction and Perceived Justice: An Empirical Study of Players of PVP Mobile Games
Over recent years, the freemium business model has been a major revenue source for mobile games, namely to attract virtual consumption of players through differentiated game experience. This trend may pose challenges to the idea o
Rising to the Challenge of Virtual in the Age of COVID-19: The Macro Framework of Three New Normals (3NN)
Following COVID-19, virtual technologies, theory and practice, are now core. Thus, our JVWR community is called upon to provide guidance, and we are required to collectively think and do. To jump-start this call for leadership, we present the 3NN framework (three new normals) to meet the mental challenge of the COVID-19 black swan and provide a strategic direction. Using the framework, and based on individual internal risk appetite and external market conditions, one should estimate the relative time each New Normal will take. Then, you or your organization must choose how to lead. For that, we provide a three-pronged tactic: defense, offense, difference.**(Yesh
Project:Filter - Using Applied Games to Engage Secondary Schoolchildren with Public Policy
Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildre
Extending the self: Player-avatar relations and presence among U.S. and Chinese gamers
This study investigated how player-avatar interaction (PAX) and player-avatar relationship (PAR) are associated with spatial presence, social presence, and self-presence in video games, and additionally how the associations differ between Chinese and American players. American and Chinese players were recruited to answer a survey king about these variables. The survey was translated from English to Chinese for the different samples. Regression models and ANOVA analysis were used to analyze data, and the results revealed several significant associations between dimensions of PAX and the three types of presence. Additionally, results indicated that player-avatar relationships characterized by identity play and extension are generally associated with higher level of presence than the other two relationship types. Cultural differences were also found, with American and Chinese players differing in how PAR associated with social presence. Thus, the present study adds more understanding to presence in video game, avatar-moderated gameplay, and cross-cultural differences in video gaming, and suggests avenues for future research
Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings Via Interactive Sounds
The current study addresses the concept of mediated embodied cognition (EC) by focusing on audio inputs/outputs rather than sight and visual cues. N=10 subjects were involved with the navigation of five virtual mazes with different design and sensorial affordances. A virtual audiocane was developed (within a middleware - NEED - aimed to improve learning environment
Editorial Assembled 2019
The Journal of Virtual World Research Assembled 2019 issue, presents six striking studies that spread over a plethora of subjects, all aimed to expand the Virtual World knowledge bank for the benefit of practitioners and academics alike. These studies broaden the understanding of a Virtual World use
Pedagogy of Productive Failure: Navigating the Challenges of Integrating VR into the Classroom
The surge of popular interest in virtual reality (VR), largely driven by recent advances making the hardware and software for VR development and use accessible to average consumers, is showing all the signs of a durable trend. One of those signs is active uptake in the academy, both for research (where it was pioneered) and in the classroom (where its footing is less certain). To be sure, VR offers exciting and relatively underdeveloped pedagogical terrain for teachers looking to enhance their curricula by deploying technologies that might optimize the learning process. This article offers a critical reflection on one such effort, specifically, our academic tea
A Hybrid Model of Experiential Learning within the Social Virtual World of Second Life
This study examined how multi-user virtual worlds can enhance learning, by extending and refining a prior VR-based model to include two new constructs: virtual identity, and social constructivism. The fit of the model was analyzed using structural equation modeling (SEM), and the results supported both the extension and the hypothesized refined model. Findings: VR features were found to indirectly impact on the learning outcomes, mediated by the perception of usability and the learning experience. The learning experience was measured by seven individual psychological factors: presence, virtual identity, motivation, cognitive benefits, agentic learning, social constructivism, and reflective thinking. These factors mediated the learning outcomes, measured by the perception of learning effectiveness and satisfaction, and may have a range of implications for the instructional design of learning activities using the virtual world. This research blends a technology acceptance model with the technology-mediated learning perspective to advance the development of a hybrid theoretical framework as a basis for future research into enhanced learning within a social virtual world
User Characteristics, Trait vs. State Immersion, and Presence in a First-Person Virtual World
Virtual reality and virtual worlds (VWs) are powerful technologies currently helping to define the digital world. These technologies are characterized by user control, immersion, and a sense of presence o
Their Memory: Exploring Veterans
This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program