Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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Redstone Jammin
This paper describes an intervention in which the immersive environment of Minecraft was used for collaborative learning in creating musical pieces with the use of a metaphor of introductory physics circuitry. This study explored the affordances of Minecraft, of how learning within a collaborative group can happen differently, with each participant having diverse backgrounds both in music and in Minecraft and how they may use this to their advantage. Laurillar
Rising to the Challenge of Virtual in the Age of COVID-19: The Macro Framework of Three New Normals (3NN)
Following COVID-19, virtual technologies, theory and practice, are now core. Thus, our JVWR community is called upon to provide guidance, and we are required to collectively think and do. To jump-start this call for leadership, we present the 3NN framework (three new normals) to meet the mental challenge of the COVID-19 black swan and provide a strategic direction. Using the framework, and based on individual internal risk appetite and external market conditions, one should estimate the relative time each New Normal will take. Then, you or your organization must choose how to lead. For that, we provide a three-pronged tactic: defense, offense, difference.**(Yesh
Destruction as Deviant Leisure in EVE Online
In this article, I argue for the inclusion o
Editorial: Rendering Sounds, Sales and Instructional Capabilities in a Virtual World
JVWR Assembled 2020 presents our final contribution to a focused effort within the capacity of Virtual Worlds. This issue includes three articles covering 360 audio technologies, instructional use, and the topic of purchase intentions in Virtual Worlds. The issue is led by devoted research partners who have worked together previously. Dr. Angie Cox, Professor of Business Technology and Process Improvement & Professor at the Air Force Institute of Technology, acts as the prime editor. Dr. Ryan Durbin, at the Washington State Patrol, and Dr. Vernell Hall, of Trident American Intercontinental University, act as the co-editors
Virtual Goods Purchase, Game Satisfaction and Perceived Justice: An Empirical Study of Players of PVP Mobile Games
Over recent years, the freemium business model has been a major revenue source for mobile games, namely to attract virtual consumption of players through differentiated game experience. This trend may pose challenges to the idea o
Welcome to the Age of 3D3C: Digital, Design, Development, Community, Creation, & Commerce
This issue marks both the last issue of the Journal of Virtual Worlds Research (JVWR) in its current format and the launch of our 2021 drive towards 3D3C. This introduction by the journal's Editor in Chief, Prof. Yesha Sivan, concludes the past and looks to the future plans
Beyond Evil and Good in Online Gaming. An Analysis of Violence in
Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This articl
Editorial - The Dark Side of Virtual Worlds
The Journal of Virtual World Researc
Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability
This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulation