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JVWR issue on virtual economies, goods and service delivery published
The Journal of Virtual Worlds Research has published its latest issue (volume 2, issue 4) titled Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds. Official announcement and list of articles below the fold.
In other news, slides from my presentation at the Game Developers Conference 2010 Social & Online Games Summit are now online: Why Do People Buy Virtual Goods? Ten Attributes That Influence Item Desirability. The room was packed and I hope the audience got what they wanted. Feedback welcome!
Volume 2, Number 4: Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds
In this special edition on virtual-world goods and trade, we are pleased to present articles from a global cohort of contributors covering a wide range of issues. Some of our writers, such Edward Castronova, Julian Dibbell or KZero’s Nic Mitham will be well known to you as distinguished leaders in the field, but it is equally our pleasure to introduce exciting new voices. Here you will find pieces written by academics, practitioners, journalists, a documentary filmmaker and perhaps the youngest contributor to JVWR yet, Eli Kosminksy, who attends high school in upstate New York. We would also point out that this issue extends its format to include Anthony Gilmore’s pictorial story, Julian Dibbell’s audio interview, and Lori Landay’s machinima. In real life, most contributors live in the US, the UK and Europe, and we, the editors, are based in Australia and France.
The editorial team for this issue includes:
- Mandy Salomon, Smart Services CRC, Australia
- Serge Soudoplatoff, ESCP-EAP / Hetic, France
Editor′s Corner
Why Virtual-World Economies Matter
Mandy Salomon
Serge Soudoplatoff
Interactive Online Exhibits and Demonstrations
Rethinking Virtual Commodification, or The Virtual Kitchen Sink
Lori Landay
Invited Articles
On Money and Magic
Edward Castronova
Characteristics of the Virtual Economy (after ‘State of Play VI’ Conference , 2009)
Julian Dibbel
China′s New Gold Farm
Anthony Gilmore
Virtual Goods: Good for Business?
Nic Mitham
Peer Reviewed Research Papers
“We Will Always Be One Step Ahead of Them” A Case Study on the Economy of Cheating in MMORPGs
Stefano de Paoli, Aphra Kerr
An Exploration of Entrepreneurship in Massively Multiplayer Online Role-Playing Games: Second Life and Entropia Universe
Stéphane Kieger
Born Virtuals and Avapreneurship: A case study of achieving successful outcomes in Peace Train – a Second Life organization
Robin Teigland
Virtual Commerce (V-Commerce) in Second Life: The Roles of Physical Presence and Brand-Self Connection
Seung-A Annie Jin, Justin Bolebruch
Research Papers
Understanding “Gold Farming” and Real-Money Trading as the Intersection of Real and Virtual Economies
Richard Heeks
World of Warcraft: The Viability of Massively Multiplayer Online Role-Playing Games as Platforms for Modeling and Evaluating Perfect Competition
Eli Kosminsky
“Think Pieces”
Currencies and Capitalisms on the Internet
Minna Ruckenstein
Licensing Considerations for OpenSim-Based Virtual Worlds
Shenlei E. Winkler
Monographs
Teens and Virtual Goods: The Fun, Useful and Affordable Luxuries that are Driving the Virtual Economy
Maura Welch
Editor-in-Chief′s Corner
Topping from the Viewfinder: The Visual Language of Virtual BDSM Photographs in Second Life
Shaowen Bardzell
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