Journal of Virtual Worlds Research
Apr 11, 2018 Volume 11, Number 1
Table of Contents
Number of articles: 5
-
Immersive Storytelling in 360-Degree Videos: An Analysis of Interplay Between Narrative and Technical Immersion
Ahmed Elmezeny, Nina Edenhofer & Jeffrey Wimmer
Three-hundred-and-sixty-degree videos are an innovative video format, and due to various narrative and technical aspects, they allow audiences to be deeply immersed in their content. Through an... More
-
One Game – One Effect? What Playing “World of Warcraft” Means for Adolescents and Their Development
Florian Flueggen, Stephanie Doyle & Hermann Veith
Playing online computer games is a common leisure activity for adolescents. The aim of this study was to contribute to the understanding of how playing these games influences adolescents'... More
-
Using 3D Worlds in Prison: Driving, Learning and Escape
Helen Farley
Affordable hardware and increased processing power have resulted in a surge in the number and adoption of virtual reality applications and immersive virtual environments. These applications are... More
-
Virtual Parent-Child Relationships: A Case Study
Steven Downing
Studies on parenting and online gaming abound, most of this literature considering the role of parents in educating their children about online safety, maintaining boundaries and limiting time... More
-
Avatar Sex – the Joy of the Not-Real
Peter Wardle
The simulation of sex within social virtual worlds such as Second Life, distinct from any accompanying emotional intimacy which may exist between the avatars (via their operators in the actual... More