Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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Teens and Virtual Goods: The Fun, Useful and Affordable Luxuries that are Driving the Virtual Economy
Virtual worlds are quickly becoming a popular way for teen
Metaverse: Building Affective Systems and Its Digital Morphologies in Virtual Environments
This essay reflects the metaverse as a virtual reality system created byaffective and aesthetic computing and its digital morphology through visual mathematics. An appropriate system and its structures can move, changing their shapes as a whole, and produce responsive 3D assemblages answering in simple ways to emotions. The study of behavior and cognition in virtual environments, and to interact with them as a collaborator, is valuable, but we also need someone who gets right into the code to see how it all works and how it may be adapted to his own world, as well as keeping the study focused on the necessity to organize the known geometries in systematized morphological sets to apply them for the creation of affective and aesthetic systems for virtual worlds in 3D platforms, which change and grow, becoming symbiotic assemblages. Certainly, there is a long journey to go on to investigating conditions and evolutionary iterations which may assist the affective computing to approximate to the real world, to go ahead and conquermore and more ambitious digital architectural spaces, but it all are like vectors pointing to such direction
An Exploration of Entrepreneurship in Massively Multiplayer Online Role-Playing Games: Second Life and Entropia Universe
Virtual worlds represent a new market with a distinct economy andmany individuals are trying to exploit this very new technology in thesearch of profitable opportunities. The current paper proposes to studyentrepreneurship in the Massively Multiplayer Online Role-PlayingGames (MMORPG) Second Lif
Using Design-Based Research for Virtual Worlds Research Projects
Due to the characteristics of educational virtual worlds, the present manuscript underlines the need for a research model that considers the social context as part of its unit of analysis instead of just the individua
Learning spaces, tasks and metrics for effective communication in Second Life within the context of programming LEGO NXT Mindstorms
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social?constructivist learning, personal interpretation, decision-making and community cooperation fosters long?term understanding and transference of learned concepts. In short, the construction of knowledge requires learners to be actively involved in the process of learning. For effective science learning, an instructor’s pedagogical approach must be anchored in meaningful contexts so that students experience science. This paper presents a discussion of the method that has been applied to assessing and defining effective measurements for evaluating strategies for communicating science using LEGO robots and a Mindstorms™ RCX controller collaboratively constructed and programmed by students using a virtual technology (Second Life) whilst physically situated in different locations
Why Virtual-World Economies Matter
In this special edition on virtual-world goods and trade, we are pleased to present articles from a global cohort of contributors covering a wide range of issues. Some of our writers, such Edward Castronova, Julian Dibbell or KZer
World of Warcraft: The Viability of Massively Multiplayer Online Role-Playing Games as Platforms for Modeling and Evaluating Perfect Competition
The objective of the study was to determine whether the virtual economy of World of Warcraft in fact behaves like a real world economy, whether it is a competitive free market approaching the ideal of perfect competition, and if so, whether it constitutes a suitable platform for further economic research. What makes this research feasible is that World of Warcraft exists on hundreds of servers, each of which is a replica of the same world, but with its own unique player populationvarying in size and experience level. The research makes the following three predictions about how the economy of World of Warcraft would behave if in fact it were perfectly competitive. The predictions are:1) Servers with larger populations will yield greater price stability;2) Servers with a higher concentration of players of a given experience level will yield higher prices for the goods most in demand by that set of players, and;3) Arbitrage exists only to a very minor extent across all server economies.Data was collected detailing the prices at which selected virtual goods were sold in World of Warcraft auction houses, over a period of thirty days. Using statistical methods, the predictions were tested against the data drawn from economic interactions within the game. The research concludes that the virtual economy of the World of Warcraft in most respects behaves like a highly competitive real world market, and in fact approaches the ideal of perfect competition