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Archived Posts from “Research”

Special Issue on Virtual Worlds and

12

August

Journal of Database Management (JDM)

Special Issue on Virtual Worlds and 3-D Web

Deadline: 19 January 2009

Special Issue Editors

  • Blake Ives, University of Houston
  • Brian Mennecke, Iowa State University
  • Fiona Fui-Hoon Nah, University of Nebraska at Lincoln
  • Shu Schiller, Wright State University
  • Keng Siau, University of Nebraska at Lincoln

Multi-User Virtual Environments (MUVE), Massively Multiplayer Online Games (MMOGs), and other 3-D virtual environments have begun to attract the attention of scholars, practitioners, and the public at large.  Although many of these environments originated as games or social networks, numerous scholars have recognized that virtual worlds and 3-D web have the potential to revolutionize how individuals work, play, and use the web, how groups and teams interact, collaborate, socialize, and conduct their work, how businesses market and sell products, goods, and services, and how societal and governmental boundaries and institutions are stretched and redefined.  The popularity of games such as World of Warcraft, social networks such as Second Life, and children’s games such as Webkinz has demonstrated that these environments have appeal, and experience thus far has shown that these environments present both opportunities and challenges for individuals, businesses, governments, and societies.

This special issue has the goal of fostering research to examine this important phenomenon by offering scholars the opportunity to publish and disseminate empirical, theoretical, or conceptual papers addressing the importance and impact of virtual worlds and 3-D web. We are open to the use of a variety of research methodologies to understand phenomena
relating to Virtual Worlds and the 3-D web.

Topics relevant to this special issue include, but are not limited to, the following:

  • Studies and models of individual perceptions? acceptance, and use of virtual worlds and the 3-D web
  • Studies and models of group, team, and social interaction in virtual environments
  • Studies and models of organizational applications for virtual worlds and the 3-D web
  • Studies and models of inter-organizational uses of virtual worlds
  • The application of business models, strategic frameworks, and/or competitive models to understand economic and business development in virtual worlds
  • Studies and models examining the adoption, development, and evolution of virtual worlds and the 3-D web
  • Examinations of the educational, business, legal, economic, societal, and jurisdictional impact of virtual worlds

Important Dates:

  • Submission Deadline: 19 January 2009
  • Initial screening by Guest Editors: 31 January 2009
  • First round of review: 6 April 2009
  • Second round of review: 6 July 2009
  • Final Decision: 10 August 2009

Submission Procedure:
All manuscripts will be subject to high standards of peer review at JDM. Manuscripts should follow the JDM guidelines for submission. Details regarding the submission format are available at http://www.igi-pub.com/jdm

Please email your submission as an attachment to Dr. Brian Mennecke at mennecke@iastate.edu


RA posts for SL elearning project

05

August

Full-time Research Associate position based at the Open University in Milton Keynes, UK

Closing date for applications: 21/08/2008
 
The Faculty of Mathematics, Computing and Technology at the Open University, UK is seeking a post-graduate researcher to work on a JISC-funded e-learning research project: “Design of Learning Spaces in 3-D Virtual Environments”; Salary range: £25,888 – £30,912; 9 months contract available from 1st October 2008. (more…)


CfP: Journal of Virtual Worlds Research

26

June

Special Issue: Culture of Virtual Worlds

Deadline: September 30, 2008 | Publication Date: November 20, 2008

Guest Editors: Mark Bell, Indiana University and Mia Consalvo, Ohio University

Early users of virtual worlds trumpeted their potential to bring together like-minded groups to create community, to encourage social activism, and to explore facets of identity. Over the past 20 years, we have seen virtual worlds develop from text-based to graphical, and from 2D to 3D interactive spaces. Some spaces have focused primarily on game-related activities, from MUD through Ultima Online and World of Warcraft, while others have concentrated on social aspects of being, allowing users to define their own goals, and often create many parts of the spaces they inhabit–from LambdaMoo to The Palace and Second Life. Virtual worlds have also become big business at the same time as some worlds remain resolutely tied to different goals. Yet what of the cultures that have grown up in, around, and through virtual worlds in this same time period? What do we know about that culture, or more accurately, those cultures and how to define them? (more…)


Special issue on metaverses

14

June

FINDING THE REAL-WORLD VALUE IN VIRTUAL WORLDS: ISSUES AND CHALLENGES

Cutter IT Journal
San Murugesan, Guest Editor

Abstract Due: 20 June 2008
Articles Due: 31 July 2008

Virtual worlds are a hot topic now, thanks to the increased computing and graphic capabilities of personal computers, high-speed Internet access, and intense corporate interest in exploring and exploiting these worlds. These 3D, interactive Web environments are said to deliver an immersive experience that is much richer than what we currently experience with the traditional Web. So is the Web poised for its next major evolution? According to the Association of Virtual Worlds, the answer is yes: “Virtual worlds represent a major information and technological revolution in how we work, play, and live.”

(more…)


SL workshop on learning and research

10

June

Call for Papers/Participation to join a workshop on learning and research in Second Life(R) on October 16, 2008 in Copenhagen at Internet Research 9.0 (http://conferences.aoir.org/). Deadline June 15th (Individual extensions may be given).

Second Life is a 3d virtual environment created by Linden Lab (R) which has captured the attention of researchers and teachers from around the world from a variety of disciplines. This workshop aims to improve the understanding of Second Life as a Learning and Research environment. It will bring 35 researchers together to collaborate, discuss and workshop diverse topics related to research and learning in Second Life. We will pursue a full-day schedule in which participants will discuss their work and interests on four different topics: learning in Second Life, integrated learning, the contributions of research to the community and ethical research methods


Reminder-Deadline for special issue

13

May

This is a reminder that the deadline for the virtual worlds special issue is 31st of May. If you are interested in submitting a paper please check out the call for papers.

 


Quantitative Research in Virtual Economies

03

April

On Monday, 2nd June, the AVEA project at Helsinki Institute for Information Technology (HIIT) organizes an open research seminar on so- called virtual economies.

In the seminar we focus on the following question: “Why should economists and social scientists be interested in virtual economies?” Through discussion and presentations by academic researchers and industry representatives, we investigate the potential of conducting quantitative research on virtual economies that is of interest to mainstream, “serious” researchers.

(more…)


Journal of Virtual Worlds Research

24

March

The Journal of Virtual Worlds Research is a online, open access academic journal that adheres to the highest standards of peer review and engages established and emerging scholars from anywhere in the world. The Journal of Virtual Worlds Research is a transdisciplinary journal that enagages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research.

For more information please visit: http://jvwr.org


Bringing Second Life To Life

12

March

Today’s video games and online virtual worlds give users the freedom to create characters in the digital domain that look and seem more human than ever before. But despite having your hair, your height, and your hazel eyes, your avatar is still little more than just a pretty face.A group of researchers from Rensselaer Polytechnic Institute is working to change that by engineering characters with the capacity to have beliefs and to reason about the beliefs of others. The characters will be able to predict and manipulate the behavior of even human players, with whom they will directly interact in the real, physical world, according to the team. 

Video Clip: False Belief in Second Life (MOV) (WMV)

(more…)


Book chapter accepted

24

November

The objective of this chapter is to introduce the element of trust and risk under alternative environments, and to analyse the electronic grocery and the virtual retail environments. Therefore, we provide the key findings from an empirical survey of UK grocery retail consumers purchasing from the Internet.

For more information about this book chapter please get in touch!

Reference: Bourlakis, M., Papagiannidis, S., & Fox, H. (Forthcoming). Trusting the Avatar: An examination of trust and risk factors in electronic and virtual retailing. In T. Kautonen & H. Karjaluoto (Eds.), Trust and New Technologies. Cheltenham: Edward Elgar Publishing.


Int. Journal of Role-Playing

24

November

The aim of The International Journal of Role-Playing is to act as a hybrid knowledge network, and bring together the varied interests in role-playing and the associated knowledge networks, e.g. academic research, the games and creative industries, the arts and the strong role-playing communities.

For more information please visit the Journal’s web site: http://play.blogs.com/rp/


SL-bot

07

November

A software bot that masquerades as an ill-mannered human user within Second Life is being used by UK researchers to investigate the psychology of its inhabitants, by starting a conversation with users and deliberately invading their personal space to see how they will react. The “SL-bot” was created by Doron Friedman, Anthony Steed and Mel Slater at University College London who are interested in comparing the way people act inside a virtual world with real-life human behaviour. Read more here.


Synthetic worlds

26

September

Edward Castronova’s book ‘Synthetic Worlds The Business and Culture of Online Games’ explores the implications for business and culture of online games. A recommended book for those interested in MMORPGs.

  • Paperback: 344 pages
  • Publisher: Chicago University Press; New Ed edition (13 Oct 2006)
  • Language English
  • ISBN-10: 0226096270

  • CfP:Virtual Social Identity & Consumer Behavior

    02

    September

    The 27th annual Advertising and Consumer Psychology Conference will be held May 1-2, 2008 in Philadelphia, Pennsylvania. (more…)


    Metaverse Roadmap

    24

    July

    The first Metaverse Roadmap (MVR) is now complete and available in both web and PDF formats at http://metaverseroadmap.org/overview/.


    Special Issue Call on Metaverses

    21

    June

    Electronic Commerce Research: Special Issue Call on Metaverses 

    I HAVE AN AVATAR THEREFORE I EXIST: OPPORTUNITIES AND CHALLENGES IN METAVERSES

    Millions of users from around the globe participate in massive multiplayer online role playing games (MMORPG), such as Second Life and World of Warcraft, 3D worlds that are often considered the next generation Web. With their user base growing at an exponential rate we are already experiencing the development of a phenomenon that may be as significant as the Web itself. The rapid development of MMORPGs and metaverses is likely to bring about significant business as well as social, legal, policy, methodological and technological opportunities and challenges. This special issue aims to explore these and contribute to this rapidly expanding field by focusing on issues relevant to electronic business and management.

    For more information please visit: www.ebusiness-newcastle.com


    Conference paper accepted

    20

    June

    The following paper was accepted to the 1st Biannual International Conference “Strategic Developments in Services Marketing“. The paper is very topical as recently a number of real and virtual banks have appeared in metaverses. For example, MindArk auctioned five licences for Project Entropia, one of which was bought by Anshe Chung. The most interesting thing here is that they aim to offer the first financial market and financial services infrastructure that spans multiple virtual worlds.

    Banking in Second Life: Marketing Opportunities and Repercussions

    Savvas Papagiannidis, Michael Bourlakis, Michalis Vafopoulos

    ABSTRACT
    This paper presents two cases of real banks operating in metaverses, and more specifically within Second Life, in order to highlight the potential of such worlds as business and marketing platforms. We present the way the selected banks develop a business and marketing presence in the three dimensional environment by looking at the similarities and differences among their approaches. Subsequently, we emphasise the marketing implications of their approaches by examining the customer relationship management repercussions. At the end we provide further insights into this evolving and dynamic business phenomenon, highlighting specific avenues for future research.

    Key Words: virtual worlds, electronic marketing, banks, customer relationship management, metaverses, Second Life


    Paper now available for download

    14

    June

    The Technological Forecasting and Social Change entitled: “Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses” is now available for download (as a corrected proof) from the ScienceDirect web site.


    Paper accepted for BAM 2007 Conference

    05

    June

    The following paper has been accepted for presentation as a round the table paper for the British Academy of Management (BAM) 2007 Conference.

    From E-retailing to Meta-retailing: Evolution or Revolution?

    Savvas Papagiannidis, Michael Bourlakis, Feng Li

    Abstract

    In this paper we examine one facet of the emerging phenomenon of metaverses, that of retailing, and consider whether the attributes of virtual environments result in evolutionary or revolutionary changes. The discussion is undertaken within the context set by Second Life, one of the most popular metaverses.

    Keyword: e-retail, meta-retail, metaverses, Second Life


    Money programme in SL

    04

    June

    The Money Programme is apparently the first BBC programme that was shown in full in a virtual world. The programme entitled ‘Money Programme: Virtual World, Real Millions’ was broadcasted on the 1st of June at 19:00 UK time, and then again at 20:00 and 21:00. By virtual world they really mean metaverses, as the BBC has broadcasted its programme before on the web (e.g. the World Cup games). Isn’t the web as virtual or real as Second Life is? This raises an important issue over the definitions and the terminology used. The word virtual refers to things that live in our imagination. Well ‘traditionally’, in human imagination, I am an avatar remember? Metaverses may be projections of the imagination, but they are real. I have an identity which is real and hence I am real, right? Referring to them as ‘virtual’ misses some of their ‘real’ essence. Personally, I prefer using the word metaverse which implies a synthetic world, highlighting the fact that these worlds are digital artifacts of human actions.


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    Recent Comments
    • Joe Peterson: Thanks for this; the link should now work!
    • Sam: Well, Second Life follows the original development of the internet quite closely. First the academics, then the...
    • Sam: It will be interesting to see what consequences this will have for Second Life and MMORPGs. After all, the TOS...
    • Carlos: Link is not working. Carlos
    • lanny: Nice word and idea...That's a good community in your blog,but i like the best and most famous virtual...