Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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366 research outputs found
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Virtual worlds as a site of convergence for children
Virtual worlds have made notable inroads into the lives of children, affording online extensions of their offline lives In this article, we propose a conceptual framework for understanding the space that virtual worlds occupy in childre
Topping from the Viewfinder: The Visual Language of Virtual BDSM Photographs in Second Life
The paper explores the mutually constituted relations between avatars, space, and artifacts depicted in virtual photographs from Second Lif
Developing an Obesity Prevention Intervention in Virtual Worlds: The International Health Challenge in Second Life
Virtual worlds (VW) present an exciting range of possibilities for health researchers and practitioners. The value of this technology lies its ability to tap into non-traditional participant pools, to use innovative and effective forms of social interaction, and to facilitate cost-effective solutions to common challenges. The International Health Challenge (IHC) was a health intervention study done entirely in the VW of Second Life (SL) aimed at determining the feasibility and effect of obesity prevention interventions in VWs. The IHC initially started as a strategy to develop a multicultural obesity prevention project in SL as evidenced by a full service build, activities, and participating resident avatars. Using existing resources and extensive social networks, together with volunteer assistance, the IHC flourished into a full scale health intervention with the goals of improving health knowledge, attitudes and behavior among resident avatars. In the absence of clear technological and methodological precedence, our multidisciplinary team developed a novel system of in-world and Web-based interactive measurement tools, data management solutions, and participant recruitment and retention strategies
Trucking Towards a Virtual World: The Development and Implementation of FMCSA
The U.S. Department of Transportation continues to explore the use of Web 2.0 technologies, including the business-level application of virtual worlds for gathering organizational information, simulating program processes, and supporting new training and instructional initiatives. One such example is Transportation Nation, a Second Life based virtual island created by the Federal Motor Carrier Safety Administration (FMCSA), an Operating Administration within the Department of Transportation. FMCS
Rethinking Virtual Commodification, or The Virtual Kitchen Sink
A virtual home, rented or on one\u27s own land, whether similar to an actual world home or some other kind of space, is not just a simulacra of the familar to make the metaphors of place manifest in a virtual world. It is not just a mirror image, but its own place, a locus of experiences that have occurred there, and are now a part of me. I still do not see the appeal of a virtual kitchen, but I have also spent enough time in Second Life now to know that people\u27s uses of commodities are often creative and ludic, providing frames for play and interaction that stimulate the imagination in ways I could barely glimpse a year ago. Maybe that could even include the kitchen sink
Summative Assessment in Second Life: A Case Study
Learning spaces like 3D virtual world environments are recent additions to technological tools believed to have the potential to transform educational processes, especially in flexible / distance education
Culture of the Cloud
The goal of this speculative essay is to ask after potential consequences of the emerging notion o
Applying Constant Comparative and Discourse Analyses to Virtual Worlds Research
This paper presents the basics of the constant comparative analysis and discourse analysis methods to research in virtual worlds
Massively Multi-Player Online Role Playing Games: What
Some may argue that the proliferation of personal computers together with the widespread use of the Internet has brought many benefits to society