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

    Virtual Sense of Community in a World of Warcraft

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    World of Warcraf

    Representations of Africans in Popular Video Games in the U.S

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    Studies investigating the representation of Africans and other ethnicities are scarce in video game literature. Using a content analysis approach, this paper examines African

    One Game

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    Playing online computer games is a common leisure activity for adolescents. The aim of this study was to contribute to the understanding of how playing these games influences adolescents\u27 development.The method used was interviews with six participants who had played the Massive-Multiplayer-Online-Role-Playing-Gam

    Student Perception of Open and Mobile Space Designs for Autonomous English Language Learning in Second Life

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    This study follows from previously published studies by the author based on language learning designs for English technical writing and through MMOs, and completed Teaching & Learning projects focusing on collaboration and interdisciplinary learning. It reports on the results of a survey completed by Year One undergraduate students from an English for University Studies (EUS) subject at the Hong Kong Polytechnic University (HKPU), regarding their perception toward

    To Win at Life: Tradition and Chinese Modernities in EVE Online

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    EVE Online is well-knowns for allowing bad behavior like scamming, stealing and betraying, and previous research has explored how that behavior is enabled and governed by the affordances of the game. Comparatively little attention has been paid to th

    Immersive Storytelling in 360-Degree Videos: An Analysis of Interplay Between Narrative and Technical Immersion

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    Three-hundred-and-sixty-degree videos are an innovative video format, and due to various narrative and technical aspects, they allow audiences to be deeply immersed in their content. Through an explorative, qualitative content analysis (and parts of narrative analysis) aspects of immersion were explored in various 360-degree videos. Our results give an overview of multiple immersive factors in 360-degree storytelling and the interplay of narrative and technical aspects of immersion. Technical immersion manifests through cues to direct the viewe

    Marginalized Urban Indigenous Youth and the Virtual World of Second Life: Understanding the Past and Building a Hopeful Future

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    A small independent high school in the Canadian West is using the affordances of the virtual world of Second Life to explore and reconstruct the colonial past of their students: marginalized urban Indigenous youth. The affordances of the virtual world make it possible to reconstruct the past, deconstruct the present and create a possible hope-filled future. This process is underpinned by pedagogies of engagement and emancipation on three virtual islands (sims) in the virtual world. The past was reconstructed and can be deconstructed on the Negan Tapeh sim. Negan Tapeh is a Cree phrase meanin

    Making Science Fiction Real: Neoliberalism, Real-Life and Esports in Eve Online

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    In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining o

    Editorial

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    This special issue in the Journal of Virtual Worlds Research highlights the ways that EVE scholarship has matured. A sub-discipline within a sub-discipline, writing about EVE no longer focuses just on what makes this particular MMOG so different to the more mainstream online games and virtual worlds, but now describes in fascinating depth the elements of this virtual world that have taken 15 years of play to develop. As guest editors, we are excited to share this collection as these five articles exemplify the contributions that EVE Online scholarship will continue to make long into the future

    Designing Digital Badges to Improve Learning in Virtual Worlds

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    Digital badges are digital indicators of achievement that are issued in response to a user action within a virtual environment. While badges have been successful in multiple domains, they do not always achieve their purpose. Past research indicates that this is likely a function of specific badging design and how well the badging system integrates with the syste

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