Theoretical and methodological challenges (and opportunities) in virtual worlds research

Author(s):  
Suzanne de Castell ◽  
Nicholas Taylor ◽  
Jennifer Jenson ◽  
Mark Weiler
2016 ◽  
Vol 9 (3) ◽  
Author(s):  
Vittorio Marone

The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well as a blueprint for making sense of playful learning and creativity in virtual worlds and technology-mediated environments. In essence, this article seeks to answer the question “What are digital games and how can we make sense of them for learning and creativity?” The proposed visual model and conceptual framework, here defined as Playful Constructivism, is grounded on the learning theories of Situated Cognition, Social Constructivism, and Constructionism, and draws from play and game studies, design-based learning, and affinity spaces research. This framework is not intended as the “ultimate” conceptualization of game-based learning, but rather as an agile tool that can guide scholars, practitioners, and students through the affordances, challenges, and opportunities of implementing and using digital games in learning and creative contexts.


2019 ◽  
Vol 23 (7) ◽  
pp. 327-333 ◽  
Author(s):  
Ilaria Laudadio ◽  
Valerio Fulci ◽  
Laura Stronati ◽  
Claudia Carissimi

Author(s):  
Tomas Cahlik

Information and communication technologies (ICTs) have penetrated during the last 20 years all human activities everywhere on the Earth. Humanity has entered into the information age, virtual reality and even virtual worlds have been crated. The basic ethical questions stay as they have always been: How are we to live? What are we to be? Of course, we ought to live good lives and be good persons. The aim of this chapter is to specify what “living a good life” and “being a good person” could be in the information age and to identify challenges and opportunities ICTs offer in this context. It is impossible to predict if the positive impacts outweigh the negative ones. Anyway, it is impossible to stop the development of ICTs. The open question is if the society ought to try to increase the costs of ICTs activities that are negative from the ethical point of view and to increase benefits of activities that are positive from the ethical point of view, who ought to do it and how. All members of society have responsibility to participate in discourse of this question.


2013 ◽  
Vol 6 (2) ◽  
Author(s):  
Marco Lüthy ◽  
Jean-Julien Aucouturier

The real-world music industry is undergoing a transition away from the retailing and distribution of fixed objects (records, files) to the consumption of live, interactive events (concerts, happenings). This development is paralleled by the recent flourishing of live music in virtual worlds, which in many ways could become the epitome of its real-world counterpart. For the artists, virtual concerts are cheap and easy to organize, and can therefore be a viable alternative to performing in the real world. For the music promoter and marketer, virtual concert attendance can be traced and analyzed more easily than in the real world. For the virtual concertgoer, attending concerts that are happening a (virtual) world away is possible with a single click.Taking insights from both a survey among the Second-Life music practitioners and from our own prototype of a live music recommendation system built on top of Second-Life, this article shows that the technical infrastructure of current virtual worlds is not well-suited to the development of the content management tools needed to support this opportunity. We propose several new ways to address these problems, and advocate for their recognition both by the artistic and the technical community.


1999 ◽  
Vol 3 (4) ◽  
pp. 303-306
Author(s):  
William Mitchell

With the coming of computers and the Internet, the relationship of the physical and virtual worlds has shifted. Virtual environments will not replace physical ones, but the nature, location, and function of the latter will change, creating both challenges and opportunities for architects.


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