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Monday, June 30, 2008

Virtual Worlds and Democracy

Face to Face - A Council of Eve Online Gamers - NYTimes.com

"Imagine an airline that encouraged its frequent fliers to elect their own representatives to hammer the company about baggage handling, inept gate agents and interminable delays. Imagine a sports league in which a group of fans had regular meetings with the commissioner to discuss salary cap and rules changes. Unthinkable, right? Yet that is just like what is happening in Eve. Dozens of players from around the (real) world nurtured their constituents, presented their platforms, shook every virtual hand, kissed every virtual baby and spread the inevitable unflattering rumors about their rivals as they campaigned for a seat on the council."
Blogged with the Flock Browser

Wednesday, June 25, 2008

Call for Papers: Culture of Virtual Worlds

CALL FOR PAPERS
Journal of Virtual Worlds Research
Special Issue: Culture of Virtual Worlds
Deadline: September 30, 2008
Publication Date: November 20, 2008

Guest Editors
Mark Bell, Indiana University
Mia Consalvo, Ohio University

* jvwresearch.org *

Early users of virtual worlds trumpeted their potential to bring together like-minded groups to create community, to encourage social activism, and to explore facets of identity. Over the past 20 years, we have seen virtual worlds develop from text-based to graphical, and from 2D to 3D interactive spaces. Some spaces have focused primarily on game-related activities, from MUD through Ultima Online and World of Warcraft, while others have concentrated on social aspects of being, allowing users to define their own goals, and often create many parts of the spaces they inhabit--from LambdaMoo to The Palace and Second Life. Virtual worlds have also become big business at the same time as some worlds remain resolutely tied to different goals. Yet what of the cultures that have grown up in, around, and through virtual worlds in this same time period? What do we know about that culture, or more accurately, those cultures and how to define them?

Individuals, groups, and corporations are exploring the potentials of virtual worlds, and what is created in that process says as much about our everyday lives as it does about our times spent online. But what do we know? Because of their richly detailed spaces, virtual worlds tend to encourage specific sorts of participants and players, along with expectations about behavior and culture. Yet at the same time, we cannot know how participants will create a livable space, develop a unique culture, until it happens. How is that process occurring in today's virtual worlds? What do we know about past virtual worlds to guide us? We are slowly learning about how identity shifts and mutates online, yet isn't as free-floating as early theorists claimed. What of users who are in game-centric versus non-game centric places--how does game versus non-game make a difference in who uses the space, how, and why? Likewise, we now see virtual worlds with transnational user bases. How does that impact the culture, the creation, and the experience of virtual worlds. What happens when virtual worlds emerge, when they expand quickly, and when they die, either slowly or suddenly? What happens to users and how do they make sense of those experiences? How do developers play a role in managing all those expectations, and how much *can* they actually control? These questions are only the tip of iceberg, just as today's virtual worlds are at the forefront of emergent design of 3D spaces.

This special issue of the Journal of Virtual Worlds Research is dedicated to exploring the issue of culture in virtual worlds. We welcome articles from academic researchers and practitioners in areas such as communications, sociology, psychology, anthropology, information systems, political science, game studies and cultural studies.

Topics of interest include (but not limited to):
• Definitions of Virtual Cultures
• Ethnographies of Virtual Worlds
• Social mechanics and networking in Virtual worlds
• Historical development of Virtual Worlds
• Identity
• Differing goals of play versus non-play centric spaces
• Emergent practices, player-generated content, activities
• Dynamics of economies
• "Serious" uses of Virtual Worlds
• Transnational game spaces, player groups

Guidelines and Deadlines
We welcome submissions in the form of essays, papers, original research, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.
For specific submission instructions visit: http://jvwresearch.org.

Deadline for Submission: September 30, 2008
Publication: November 29, 2008

For further information contact:

Mark Bell, Indiana U, typewriter@gmail.com
Mia Consalvo, Ohio U, consalvo@ohio.edu

About the Journal
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 around 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.

Editorial Board
Edward Castronova, Indiana University, United States
James Paul Gee, Arizona State University, United States
Steve Jones, University of Illinois at Chicago, United States
Jorge Peña, University of Texas at Austin, United States
Joseph Straubhaar, University of Texas at Austin, United States
Kathleen Tyner, University of Texas at Austin, United States
Natalie Wood, Saint Joseph's University, United States

Editor
Jeremiah Spence, University of Texas at Austin, United States

Associate Editors
Mark W. Bell, Indiana University, United States
Sun Sun LIM, National U. of Singapore, Singapore
Suely Fragoso, Universidade do Vale do Rio do Sinos/Unisinos, Brazil
Joe Sanchez, University of Texas at Austin, United States
Amanda Salomon, Swinburne University of Technology, Australia
Henry Segerman, University of Texas at Austin, United States
Yesha Y. Sivan, Shenkar College & Metaverse Labs, Israel
Stephanie Smith, NASA JSC Learning Technologies, United States
Caja Thimm, University of Bonn, Germany
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Tuesday, June 24, 2008

Burn MacBook Burn

Since my last post, I've been without my computer. Not that I've been a consistent poster, but so far it looks like it's going to be a while before I'm back.

Thursday, June 19, 2008

Reading and Listening


Thanks to Mr. Crap I've added the Beat Chicks Podcast, but I couldn't get myself to add SLCR - Second Life Children Radio. It creeps me out.

Tuesday, June 3, 2008

Zombies As Social Commentary

I was watching Shaun of the Dead with a friend and realizing that my generation's obession with zombies is really a social commentary on consumer culture. So in case you don't understand what's going on, here's a breakdown in plain english:


Social Networks & Millennials Pushing Mobile Tech

Millennials are using their mobile phones to be social - in other words, the mobile phone is an extension of their social selves. Now the challenge is to set-up infrastructure *cough twitter status* and a revenue model that pays for these services. From Go Mobile Young Millennials, Go Mobile - GigaOM & Virtual Worlds News: In-Stat: 230M Mobile Social Networkers by 2012

I personally think the next big apps will be the ones that ties the various social media together and allow a user to keep track of them in applications that unify their social media tools like oh say Digsby.

Research on Presence in Virtual Worlds

Thanks to malburns on Twitter I have this great site: Keho : the place for Presence wiki. Presence is an importent concept for virtual world research and they have a companion site that allows researchs to collaborate: PeachBit. I need to look at them both more closesly, but I'm wondering if copresence is included or if there is a distinction made.