Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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Virtual Worlds, Collaboratively Built
Even before they really existed, I deeply believed that virtual worlds would have a profound impact on the real world, ultimately affecting the lives of people worldwide, in much the same way that the World Wide Web itself has brought about a dramatic transformation in how we communicate. Now that Second Lif
Real Standards for Virtual Worlds
The paper provides guidelines for potential those who would like to pro-actively participate in ICT standards setting. Some of the more tricky and confusing terms are discussed, as are the characteristics of toda
Second Life and Hyperreality
This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question:
"Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of \u27old wine in a new bottle\u27?
Virtual Worlds Research: Global X Local Agendas
This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question:
"Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of \u27old wine in a new bottle\u27?
Cityspace, Cyberspace, and the Spatiology of Information
Published in 1996* but not widely read, this article argues that space and information are so deeply related that the universe at every moment is exactly and only as large as it needs to be t
Demographics of Virtual Worlds
Virtual worlds, as both a concept and an industry, has changed radically over the past 10 years, from a toy for the technological elite, to an over-hyped marketing phenomenon, to a needed reexamination of the uses and utility of virtual world technologies and experiences, as provided in this paper. Within academia there are a number of issues that require further examination. The academic community appears to be divided into four camps: 1. those who embrace virtual worlds; 2. those who ignore the shifting use of technology; 3. those who are aware but have not yet explored the technology; and 4. those who are entirely unaware that virtual worlds exist. There is an overwhelming focus of research, publications and funding on a single virtual world: Second Life, which does not serve more than a fraction of the entire population utilizing virtual worlds or similar technologies. An overview of the size, shape and forms of virtual worlds may have a positive impact on both of these issues. This paper presents an in-depth survey and analysis of virtual worlds and related technologies
Inductive Metanomics: Economic Experiments in Virtual Worlds
This research investigates the viability of gaining insights about the real world through conducting economic experiments in virtual worlds. This paper reviews the relevant metanomics literature, discusses the challenges and benefits of establishing a virtual experimental economics lab, and outlines the major issues associated with applying data collected in virtual worlds to answer questions about real-world behavior. Virtual experimental infrastructure enables a dramatically larger and more diverse sample than typical lab-based experiments studying college students, which can enable a more robust analysis within a given budget. However, while anonymity, variance in perceived social norms, and a low prevailing wage make virtual worlds a compelling place to study social and behavioral research, these features simultaneously limit induction of virtual data to provide insight into similar phenomena outside virtual worlds
Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events
Virtual worlds, shared graphical spaces on the Internet, are an exciting new medium of human presence for the 21st Century. This article explores the origins, evolution and future of the virtual world medium from their humble beginnings in multi-player games to their use in education, business, science and engineering. Our focus will be on the development of social virtual worlds including environments such as Habitat, Active Worlds and Second Life
From a Video Game in a Virtual World to Collaborative Visual Analytic Tools
We investigated collaboration during a riddle-solving video game in a virtual world that drew elements from massively multiplayer online role-playing games and serious games. This disclosed benefits of collaborative game play over non-collaborative play in a virtual world. Participants were in the digital natives age range. Collaboration conditions varied over five sessions. We derived implications for accommodating collaboration in visual analytic (VA) tools. We have determined future research directions with respect to borrowing from video games to design VA tools that accommodate the unique characteristics of digital natives who become information analysts as evidenced during collaboration in a virtual world