Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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    366 research outputs found

    Magic Modders: Alter Art, Ambiguity, and the Ethics of Prosumption

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    This paper explores the perspectives of Magic: The Gathering (MTG) fans, as they interpret and parse intellectual property law regarding the alteration, and subsequent sale of artwork on Magic: The Gathering cards. MTG is a transmedia product that is supported by a fan base, which collects, plays, and discusses the game online in web forums and virtual game-spaces, and offline in hobby stores and community spaces across the world. This fan community is atypical because, for the most part, participants are highly concerned with the economic value of the MTG cards they own and trade. This paper draws attention to the complicated ethical landscape of intellectual property law as it pertains to artistic modification. The paper concludes that corporations should be legally required to set up

    Language Learning in Virtual Worlds: The Role of Foreign Language and Technical Anxiety

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    This project examines whether or not learners feel less foreign language anxiety (FLA) in an online multiuser 3D virtual world simulation than in the real world classroom. Previous research has shown FLA to have negative effects on learner performance and learning outcomes. Research into learning in virtual worlds has indicated that performance anxiety may be lessened in these environments, however, the use of such virtual environments also places demands on the learner to develop a range of technical skills to facilitate interaction. The project examines whether or not learners feel less FLA in an online multiuser 3D virtual world simulation than in the real world classroom and also attempts to establish what impacts these demands have on learner performance and FLA. This work-in-progress paper, on the basis of preliminary analysis, has found 1) there are multiple sources of FLA in both classroom and virtual environments; 2) students found the virtual environment less stressful in terms of language use and 3) there was not a significant inherent level of technical related anxiety

    Ten Possible States in the Age of 3D3C Art: The Contil Case

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    Four factors take different meaning in the digital age: (a) 3D - moving from the real world into the screens, phones, and lately into our eyes with Google Glass, (b) Community - with Facebook/Twitter like digitally-enhanced communities, (c) Creation - with modern 3D printing, YouTube, Wikipedia and (d) Commerce - with virtual goods and virtual money from Linden Dollar to Bitcoin (aka 3D3C for short). We contend that 3D3C enable and push for a paradigm shift in how art could be shared, created, presented and sold, both through real and virtual means.In this paper, we describe ten states, or methods, of connecting real world art to the virtual wearing the 3D3C glasses

    Achieving Arete: Being the Best You Can Be

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    Speed, "Visual-ness" & Diversity: three specialties in this issue. The editors (Celeste Lovette Guichard, Laura Salciuviene and Gary Hardee) have done an amazing job, bringing this issue to life. We have papers about television, music, museums, and avatars. We look at art from both sides of the screens (inside virtual worlds, and outside)

    What Should Atomic and BITonic Learn from Each Other?

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    We are in the midst of a journey. We are moving from an atomic world, where physical stuff is critical to a bitonic world where things made of bits are critical. The atomic world is not going away. It is here to stay. The atomic world is augmented by a bit-like, digital, often called virtual artifacts. As researchers our goal is to connect the two. Facilitate learning from one setting to another. At the forefront of this learning we find the legal and governance perspectives.As you examine the issue, you can get a good sense of a field that uses past discussion to advancenew issues

    Content Management for the Live Music Industry in Virtual Worlds: Challenges and Opportunities

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    The real-world music industry is undergoing a transition away from the retailing and distribution of fixed objects (records, files) to the consumption of live, interactive events (concerts, happenings). This development is paralleled by the recent flourishing of live music in virtual worlds, which in many ways could become the epitome of its real-world counterpart. For the artists, virtual concerts are cheap and easy to organize, and can therefore be a viable alternative to performing in the real world. For the music promoter and marketer, virtual concert attendance can be traced and analyzed more easily than in the real world. For the virtual concertgoer, attending concerts that are happening a (virtual) world away is possible with a single click.Taking insights from both a survey among the Second-Life music practitioners and from our own prototype of a live music recommendation system built on top of Second-Life, this article shows that the technical infrastructure of current virtual worlds is not well-suited to the development of the content management tools needed to support this opportunity. We propose several new ways to address these problems, and advocate for their recognition both by the artistic and the technical community

    Dutch Supreme Court 2012: Virtual Theft Ruling a One-off or first in a Series?

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    In January 2012 the Dutch Supreme Court decided that virtual objects and pre-paid accounts can be stolen. This paper examines the Supreme Cour

    Editorial

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    The articles in this issue "Legal and Governance Challenges" reflect a range of voices in virtual world scholarship and we hope that they inspire, provoke and facilitate a range of responses. In this way we can further the work begun a decade ago by a handful of brave (and reckless) scholars, who can now proudly label their work a

    Virtual Archaeology in Second Life and OpenSimulator

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    Traditional approaches to virtual archaeology include dealing with research methods to capture information from heritage sites, creating models out of that information and how to present them to the public; these are intense technical procedures which might be too costly for some types of history or heritage-based projects. Virtual worlds allowed new types of models of/for heritage sites to be produced and disseminated at a fraction of the cost.Second Lif

    Welcome to the First Issue of 2013

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    Welcome to the first issue of 2013 which opens our sixth year.Each year, JVWR publishes about 3 issues. Of them, two are topical and one Assembled. The topical issues allow us to plan ahead, define the topics, enlist editors, and allow authors ample time to develop their work.Concurrently, we encourage authors to send us updated research outcomes outside the scope of the topical issues. As we complete a review on such a paper, we publish the paper under th

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