Volume 9, Number 1 (2016):
Assembled 2016 (Part 1)
Issue editor: Sue Gregory, School of Education, University of New England, Australia.
This 2016 Assembled issue of the Journal of Virtual Worlds Research relates to an eclectic group of six articles covering a variety of aspects of the use of virtual worlds. Firstly presented is a short history of the virtual world economy that provides the reader with an overview of where the virtual economy began in three virtual worlds and where it is today. The second article discusses the use of non-player characters in courses and how students reacted to these. The third article relates to the use of a virtual world to provide training for office-based medical emergencies. The fourth article explores the relationship between the real and the virtual supermarkets. The fifth article looks at lighting controls used in virtual environments, and the final article is an overview of the use of cloud in connecting video games.
Original Call: CfP: Assembled 2016 Part 1
Issue Editor Corner
Peer Reviewed Research Papers
A Brief History of Virtual Economy
Mohamed Nazir, Carrie Siu Man Lui
Jaime Banks, Rosa Mikeal Martey
Put on Your Game Face: Designing the Researcher Presence in Immersive Digital Environments
Alexander J. Lemheney, Ed.D., William F. Bond, M.D., Jason C. Paden, Matthew W. LeClair, M.S., Jeannine N. Miller, M.S.N., Mary T. Susko, M.H.A.
Developing Virtual Reality Simulations for Office-Based Medical Emergencies
Vassilis Javed Khan, Rebecca Brouwer
The Relation between Customer Types in a Real Supermarket Compared to a Virtual Supermarket
Utilizing Virtual Environments for the Evaluation of Lighting Controls
Vassilis Javed Khan, Tino van de Kraan, Johan van Leest, Jon Mason, Dzmitry Aliakseyeu
Gamecloud - A Platform for Connecting Video Games
Janne Parkkila, Kati Järvi, Timo Hynninen, Jouni Ikonen, Jari Porras
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