{"title":"Redstone Jammin’: Conversational Analysis from a Collaborative Music-Making Activity in Minecraft","authors":"K. Lim, Lionel Lim","doi":"10.4101/jvwr.v13i2.7351","DOIUrl":"https://doi.org/10.4101/jvwr.v13i2.7351","url":null,"abstract":"This paper describes an intervention in which the immersive environment of Minecraft was used for collaborative learning in creating musical pieces with the use of a metaphor of introductory physics circuitry. This study explored the affordances of Minecraft, of how learning within a collaborative group can happen differently, with each participant having diverse backgrounds both in music and in Minecraft and how they may use this to their advantage. Laurillard’s (1999, 2002) Conversational Framework was used as a basis in exploring and examining the social discourse between the participants to reflect how the distinct types of effective communication between the “expert” and the “novice” will conflate when both roles are not restricted to a sole individual, and analyses the behavior of the participants when the role of the expert, novice, or both simultaneously, are adopted in the music-making process. https://jvwr.net/ Redstone Jammin’: Conversational Analysis from Minecraft Music-Making Activity 2 Assembled 2020 / December 2020 Journal of Virtual Worlds Research Vol. 13, No. 2-3","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133182349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Editorial: Rendering Sounds, Sales and Instructional Capabilities in a Virtual World","authors":"Angie M. Cox, Ryan Durbin, Vernell Hall","doi":"10.4101/jvwr.v13i2-3.7424","DOIUrl":"https://doi.org/10.4101/jvwr.v13i2-3.7424","url":null,"abstract":"JVWR Assembled 2020 presents our final contribution to a focused effort within the capacity of Virtual Worlds. This issue includes three articles covering 360 audio technologies, instructional use, and the topic of purchase intentions in Virtual Worlds. The issue is led by devoted research partners who have worked together previously. Dr. Angie Cox, Professor of Business Technology and Process Improvement & Professor at the Air Force Institute of Technology, acts as the prime editor. Dr. Ryan Durbin, at the Washington State Patrol, and Dr. Vernell Hall, of Trident American Intercontinental University, act as the co-editors.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115042111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Toxic Teammates or Obscene Opponents? Influences of Cooperation and Competition on Hostility between Teammates and Opponents in an Online Game","authors":"D. McLean, Frank Waddell, James D. Ivory","doi":"10.4101/jvwr.v13i1.7334","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7334","url":null,"abstract":"Hostility among players is an ongoing problem for many types of online games, where the competitive, “high stakes” nature of ranked competitiveness may foster anti-social behavior among game players. Not all games are created equal, however, as more online games now afford players with the opportunity to either play as characters with cooperative goals or choose less competitive game environments. Does the mere presence of a competitive environment or a cooperative teammate affect hostile responses in violent online games? An online field experiment was conducted to answer these questions using a 2 (game mode competitiveness: casual vs. ranked) x 2 (cooperative behavior: present vs. absent) x 2 (player allegiance: teammate vs. opponent) between-subjects design. Results suggest that teammates are typically more hostile to each other than to opponents, particularly in the absence of cooperative behavior. Previous work has postulated that opponents would be more likely to exhibit negative behaviors, but the results of this study indicate that players experience more negative behaviors from teammates, especially when the team is not working together. The theoretical implications of these findings are discussed.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121359840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values","authors":"Enrico Gandolfi, F. Antonacci","doi":"10.4101/jvwr.v13i1.7331","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7331","url":null,"abstract":"Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This article’s aim is to go beyond the simplistic difference between negative outcomes and their absence by suggesting the concept of “meaningful violence.” For exploring possible instances of such a phenomenon, a content analysis (Gee, 2012) of online materials (online comments, user-generated content) from leading gaming media environments (Reddit, YouTube) was directed targeting the popular video game Overwatch. The theoretical framework adopted drawn its cornerstones from Educational Sciences, Philosophy, and Media Studies, spanning key concepts such as “symbolic imaginary” (Durand, 1999, Wunenburger, 1995) and phenomenological-hermeneutic analysis (Gadamer, 2004). Results point to an alternative overview of gaming violence, which puts in-game aggressiveness and sacrifice in a new light beyond counter-posed viewpoints. Implications are noteworthy for both researchers and practitioners, who can harness positive and proactive processes behind apparently negative attitudes and superficial measurements of explicit content and disruptive actions.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129272338","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability","authors":"S. Gualeni","doi":"10.4101/jvwr.v13i1.7369","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7369","url":null,"abstract":"This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article tackles the question of whether including artificial intelligences that are entitled to moral consideration in virtual environments constitutes an immoral action on the part of human creators. To address this problem, the article draws on three conceptual lenses from the philosophical branch of ethics: the problem of parenthood and procreation, the question concerning the moral status of animals, and the classical problem of evil. Using a thought experiment, the concluding section proposes a contractualist answer to the question posed in this article. The same section also emphasizes the potential need to reframe our understanding of the design of virtual environments and their future stakeholders.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132190533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Griefer and the Stalker: Disruptive Actors in a Second Life Educational Community","authors":"J. DuQuette","doi":"10.4101/jvwr.v13i1.7400","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7400","url":null,"abstract":"Linden Lab’s Second Life (SL) is well-known for its hands-off approach to user conflict-resolution. Although users are given tools to mute and block individual accounts as well as ban undesirable avatars from user-owned land, that does not prevent determined, malicious users from disrupting communities and harassing individuals. This case study focuses on two such malicious users exemplary of two specific types of malevolent virtual world actors: in-world griefers and online stalkers. As part of a decade-long ethnographic research project within the Cypris Chat English language learning community in SL, this paper utilizes data gleaned from notes on participant observation, semi-structured interviews, and first-hand encounters. It categorizes the disparate strategies these individuals have used over the years in their attempts to disrupt group cohesion, sow distrust between students and teachers, humiliate individuals, and foment an atmosphere of fear and anxiety. It then reviews the methods community members used to defend themselves from such attacks and analyzes the efficacy of these strategies. This study builds on our understanding of harassment in virtual worlds and acts as a cautionary tale for future virtual world educators and community leaders considering the development of their own online classes and groups.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130871660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Rising to the Challenge of Virtual in the Age of COVID-19: The Macro Framework of Three New Normals (3NN)","authors":"Yesha Y. Sivan","doi":"10.4101/jvwr.v13i1.7411","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7411","url":null,"abstract":"Following COVID-19, virtual technologies, theory and practice, are now core. Thus, our JVWR community is called upon to provide guidance, and we are required to collectively think and do. To jump-start this call for leadership, we present the 3NN framework (three new normals) to meet the mental challenge of the COVID-19 black swan and provide a strategic direction. Using the framework, and based on individual internal risk appetite and external market conditions, one should estimate the relative time each New Normal will take. Then, you or your organization must choose how to lead. For that, we provide a three-pronged tactic: defense, offense, difference.* *(Yesha’s note: I dedicate this paper to the memory of Avishai Friedman, my beloved almost-twin cousin. We share a similar name following our grandfather, and an intellectual passion for thinking and doing. I am already missing his kind smile.)","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115649460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Destruction as Deviant Leisure in EVE Online","authors":"K. Bergstrom","doi":"10.4101/jvwr.v13i1.7403","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7403","url":null,"abstract":"In this article, I argue for the inclusion of ‘deviant leisure’—a concept borrowed from the neighboring field of Leisure Studies—to provide Game Studies with a more robust theoretical toolkit to examine negative player-to-player interactions within online gameworlds. As a means of adding additional vocabulary to describe norms violating behavior, this article uses the Massively Multiplayer Online Game EVE Online as a case study to demonstrate how deviant leisure can be an effective framework for unpacking some of the behaviors observed within gameworlds that don’t quite fit into other commonly used categories such as dark play, griefing, trolling, or toxicity. Of particular value for Game Studies, deviant leisure has within it an embedded critique of the social order. In this article, I argue that what is happening in EVE is a rejection of games being coopted by society into becoming an activity that must be productive, and instead via the lens of deviant leisure we can recast these events as a struggle for gameplay to return to leisure for leisure’s sake.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125298669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Editorial - The Dark Side of Virtual Worlds","authors":"Angie M. Cox","doi":"10.4101/jvwr.v13i1.7410","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7410","url":null,"abstract":"The Journal of Virtual World Research’s “The Dark Side” issue dives into some fascinating ideas about how evil is represented in the virtual worlds of digital games. This issue includes five articles elaborating on the motivations for evil acts and their outcomes, hostile competitiveness, classification of deviant leisure, how immoral acts are determined, and our ability to thwart these cruel activities in the virtual environments and games.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117013061","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jorge Landaverde Trejo, Christian Jonathan Angel Rueda
{"title":"Darkness and brightness of the cybernaut's behavior in the Three-dimensional Immersive Digital Environments","authors":"Jorge Landaverde Trejo, Christian Jonathan Angel Rueda","doi":"10.4101/jvwr.v13i1.7401","DOIUrl":"https://doi.org/10.4101/jvwr.v13i1.7401","url":null,"abstract":"This work is an exploratory study on the subject of the behavior of the cybernaut that oscillates between the darkness of the unknown and the brilliance of the discovered when experiencing immersion in three-dimensional digital environments. However, technoscientific advances not only offer advantages but also present risks for the end-users of the devices that are managed to access virtual worlds, virtual reality, and augmented reality. In the best scenario, all developers would be in the dynamic of offering entertainment programs to promote new ways of learning and living together. However, the intentions oscillate between the search for profit, the concealment of deviant intentions, or even the pleasure of dominating or harassing third parties. To avoid such abuses, studies are required that prevent such deviations and that propose pedagogical objectives to use such advances in favor of citizenship education in general and, in particular, to encourage new generations in their own integral development which It can be enhanced through simulation and fiction programs that trigger the creative imagination capable of bringing out the virtues emitted by the brilliance of wisdom and full life from darkness, by exercising in decision-making that involves others, especially the most vulnerable by their age or condition.","PeriodicalId":359201,"journal":{"name":"The Journal of Virtual Worlds Research","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124125783","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}