Journal of Virtual Worlds Research
Apr 29, 2010 Volume 3, Number 1
Table of Contents
Number of articles: 13
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Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life
Shailey Minocha, Minh Tran & Ahmad Reeves, The Open University, UK, United Kingdom
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a 3D virtual world. The first project is in the education domain in which we are investigating the... More
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Process, Paratexts, and Texts: Rhetorical Analysis and Virtual Worlds
Christopher Paul, Seattle University
This essay addresses how rhetorical analysis can be applied to the study of virtual worlds. Rhetoric, which focuses on persuasion and ways of knowing, offers a strong, qualitative methodological... More
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A Design Research Approach to Developing User Innovation Workshops in Second Life
Remko Helms & Elia Giovacchini, Utrecht University; Robin Teigland, Stockholm School of Economics; Thomas Kohler, Innsbruck University
The Design Science Research approach is increasingly being applied in the field of Information Systems (IS) research. The philosophy behind design science research is that new scientific knowledge ... More
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eLab City: A Platform for Academic Research on Virtual Worlds
Thomas Novak, University of California, Riverside
The eLab City project in Second Life is a laboratory environment for the study of user behavior in virtual worlds. This paper describes the origin and development of the eLab City project, which... More
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Virtual Worlds, the IRB and a User's Bill of Rights
Jeffrey Stanton, School of Information Studies, Syracuse University
Virtual worlds provide a vibrant and exciting new venue for the conduct of social research. New social phenomena have emerged in the context of these worlds as individuals and groups use the worlds... More
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How to approach a many splendoured thing: Proxy Technology Assessment as a methodological praxis to study virtual experience
Lizzy Bleumers, Kris Naessens & An Jacobs, IBBT-VUB-SMIT
This article introduces Proxy Technology Assessment (PTA) as a methodological approach that can widen the scope of virtual world and game research. Studies of how people experience virtual worlds... More
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The Neil A. Armstrong Library and Archives: That’s One Small Step for a Virtual World Library, One Giant Leap for Education!
Shannon Bohle, CoLab Library Director/Volunteer, NASA JPL/Caltech
Migration of library services has moved increasingly toward 2D web services and social interactivity and 3D virtual reference services. Patron satisfaction with reference services is a key tenant... More
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Applying Constant Comparative and Discourse Analyses to Virtual Worlds Research
Peter Leong, Samuel Joseph & Rachel Boulay, University of Hawaii at Manoa
This paper presents the basics of the constant comparative analysis and discourse analysis methods to research in virtual worlds. Our data sources include video recordings of in-world class... More
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Using Design-Based Research for Virtual Worlds Research Projects
Antonio Santos, Universidad de las Americas Puebla
Due to the characteristics of educational virtual worlds, the present manuscript underlines the need for a research model that considers the social context as part of its unit of analysis instead... More
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What are users thinking in a virtual world lesson? Using stimulated recall interviews to report student cognition, and its triggers
Lyn Henderson, Michael Henderson, Scott Grant & Hui Huang
Stimulated recall is an empirically rigorous introspection data collection tool that allows the interviewer to elicit, identify and explore participants\u2019 thinking. In this study it was used to... More
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Learning spaces, tasks and metrics for effective communication in Second Life within the context of programming LEGO NXT Mindstorms™ robots: towards a framework for design and implementation.
Stewart Martin, Michael Vallance, Paul van Schaik & Charles Wiz
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social\u2010constructivist learning,... More
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dint u say that: Digital Discourse, Digital Natives and Gameplay
Theresa O’Connell, John Grantham, Wyatt Wong, Kevin Workman & Alexander Wang
Discourse analysis has the potential of providing insight into gameplay dynamics and team success. However, because of factors such as interrupted sequences, gameplay discourse does not easily lend... More
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Interviews within experimental frameworks: How to make sense of sense-making in virtual worlds
CarrieLynn Reinhard
As virtual worlds become increasingly utilized for purposes of entertainment, information and retail, how people understand, think, feel, act and make decisions about them likewise become important... More