Journal of Virtual Worlds Research

The Journal of Virtual Worlds Research is an 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 engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect virtual worlds research.

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Publication Calendar


Volume 1, Number 3
Theme: Culture of Virtual Worlds
Guest Editors:
Mark Bell, Indiana University, USA
Mia Consalvo, Ohio University, USA
To be Published: January 2009


Volume 2, Number 1
Theme: Pedagogy, Education and Innovation in 3-D Virtual Worlds
Guest Editors:
Leslie Jarmon, University of Texas at Austin, USA
Kenneth Y. T. Lim, Nanyang Technological University, Singapore
B. Stephen Carpenter, II, Texas A&M University, USA
To be Published: March 2009


Volume 2, Number 2
Theme: 3D Virtual Worlds for Health and Healthcare
Guest Editors:
Susan Toth-Cohen, Thomas Jefferson University, USA
Simon Bignell, University of Derby, UK
Maged N. Kamel Boulos, University of Plymouth, UK
Deadline for Abstracts: 20 January 2009
To be Published: May 2009
Call For Papers


Volume 2, Number 3
Theme: Virtual Worlds: Technology, Economy, and Standards
Guest Editors:
Yesha Sivan, Metaverse Laboratories & Shenkar College, Israel
J.H.A. (Jean) Gelissen, Philips Research
Deadline for Abstracts: 20 March 2009
To be Published: September 2009
Call For Papers


Volume 2, Number 4
Theme: Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds
Guest Editors:
Mandy Salomon, Smart Services CRC, Australia
Serge Soudoplatoff, ESCP-EAP / Hetic, France
Deadline for Abstracts: 15 June 2009
To be Published: November 2009
Call For Papers


Sponsors:


Singapore Internet Research Centre

Texas Digital Libraries

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JVWR Editorial Team

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Editor:

Jeremiah Spence, University of Texas at Austin

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Demographics of Virtual Worlds

Jeremiah Spence

Abstract

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.

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