JVWR Newsletter

JVWR updates and newsletter.

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JVWR Previous Issues

Vol. 1, Issue 1 - Virtual Worlds Research: Past, Present & Future

   Editor:

  • Jeremiah Spence, University of Texas at Austin, USA

 

Vol. 1, Issue 2 - Consumer Behavior in Virtual Worlds

   Guest Editors:

  • Natalie Wood, Saint Joseph′s University, USA
  • Caja Thimm, University of Bonn, Germany

 

Vol. 1, Issue 3 - Cultures of Virtual Worlds

   Guest Editors:

  • Mia Consalvo, Ohio University, USA
  • Mark Bell, Indiana University, USA

 

Vol. 2, Issue 1 - Pedagogy, Education and Innovation in Virtual Worlds

   Guest Editors:

  • Leslie Jarmon, University of Texas at Austin, USA
  • Kenneth Y.T. Lim, Nanyang Technology University, Singapore
  • B. Stephen Carpenter, II, Texas A&M University, USA

 

Vol. 2, Issue 2 - 3D Virtual Worlds for Health and Healthcare

   Guest Editors:

  • Maged M. Kamel Boulos, University of Plymoth, UK
  • Susan Toth-Cohen, Thomas Jefferson University, USA
  • Simon Bignell, University of Derby, UK

 

Vol. 2, Issue 3 - Technology, Economy and Standards in Virtual Worlds

  Guest Editors:

  • Yesha Y. Sivan, Shenkar College & Metaverse Labs, Israel
  • Jean H.A. Gellissen, Philips Research, Netherlands
  • Robert Bloomfield, Cornell University, USA

 

Vol. 2, Issue 4 - Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

  Guest Editors:

  • Mandy Salomon, Smart Services CRC, Australia
  • Serge Soudoplatoff, ESCP-EAP / Hetic, France

 


Creative Commons License

CrossRef Member

3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce

Yesha Sivan

 

Abstract

The goal of this paper is to define the term “Real Virtual Worlds.” It is the assumption of this paper that this new field is destined to become a major force in 5-10 years. Much like the internet, Real Virtual Worlds, will change, enhance, and sometimes hamper how we learn, have fun, work, and perform human action. Because the goal here is to expose the field and generate awareness and action, no prior knowledge in virtual worlds is called for. Those familiar with the field may enjoy a fresh perspective that takes into account the integration of factors that lead to new applications and services. The short background will present the fields of “virtual reality” and “gaming worlds” as the parents of the field. Then, Real Virtual Worlds will be defined using (a) the detailed example of Second Life, (b) a formal definition of 3D3C (3 dimensions, community, creation and commerce) and (c) a short comparative analysis of several worlds as a method to explicate the 3D3C definition. Further exposition of the Community, Creation and Commerce will use Second Life to further describe the 3Cs. The conclusion will connect the supply (of powerful technology) and demand (from both young and adult users) with the sustained innovation that stem from 3D3C – to create a reinforcing cycle that will propel Real Virtual Worlds forward.

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