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CALL FOR CHAPTERS
Full Articles Due: 2/28/2010

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments
A book edited by
Dr. Harrison H. Yang, State University of New York at Oswego, USA
Dr. Steve C. Yuen, The University of Southern Mississippi, USA

Introduction:
There is no doubt that information and communication technology (ICT) keeps bringing new excitement into learning and communication. Multimedia on the Internet, telecommunications, wireless applications, mobile devices, social network software, Web 2.0, and so forth are all radically redefining the way people obtain information and the way to learn and communicate. Consequently, virtual worlds and environments have become one of the most exciting, dynamic, and yet challenging fields that we have been facing. What is the history of virtual worlds and environments? Where are we now? What will the future bring? What are the key elements of virtual worlds and environments we need to focus on? Where has progress been made? How will we face and rise to new opportunities and challenges? How do we analyze, design, develop, implement, and evaluate virtual worlds and environments? In order to shed light on these questions, the Handbook of Research on Practices and Outcomes in Virtual Worlds and Environment intends to provide a comprehensive view and look at virtual worlds and environments from historical, conceptual, technical, practical, and vocational perspectives.

Objective of the Book:
This handbook will include a variety of contexts and cover anthropological, psychological, pedagogical, sociological, and so forth approaches from both empirical and theoretical works on virtual worlds and environments. It will serve as a research reference, a pedagogical/informational guide, and a primary source in the area of virtual enviroments.

Target Audience:
The target audience includes educators, e-business managers, trainers, administrators, and researchers working in the area of e-learning or distance learning in various disciplines, for example education, corporate training, instructional technology, computer science, library information science, information technology, workforce development, and undergraduate/graduate students in various e-commerce, e-learning, and other related programs.

The coverage topics include, but are NOT limited to, the following:

  • Conceptual and Theoretical Perspective (issues and trends of virtual environment theories; chronicle reviews; modelling, design and strategies; etc.).
  • Types of Virtual Worlds and Environments (Collaborative Virtual Environments (CVEs) and/or Multiuser Virtual Environments (MUVEs); Immersive Virtual Environments (IVEs); Massively Multiplayer Online Role-Playing Games (MORPGs); Massively Multiplayer Online Games (MMOGs) and/or Massively Multiplayer Online [Games] (MMOs); Multiuser Domains (MUDs); and MUD Object Oriented (MOOs); etc.).
  • Platforms/Sites/Products of Virtual Worlds and Environments (Active Worlds; Barbie Girls; Club Penguin; Forterra Systems; Gaia Online; Habbo Hotel, Kaneva; Neopets; Second Life; The Sims Online; Teen Second Life; There; Whyville Zwinktopia; etc.).
  • Interface and Hardware Aspect (visual; tracking; auditory; primary use input (such as glove, body suit, exoskeleton, track ball, and 3-D mouse inputs, etc.); tactile; kinaesthetic; full-body motion; and olfactory interface technologies; etc.).
  • Virtual Communities (behavioral, psychological, and cognitive issues of online users; community of practice; personal relationships; social interaction and exchange; legal and ethical considerations; etc.).
  • Virtual Learning Environments and Worlds (asynchronous and synchronous activities; e-learning, m-learning and e-commerce programs; fully online and blended approaches; research and practices on ANGEL Learning, Apex Learning, ATutor, Blackboard/WebCT, Claroline, CyberExtension, Desire21Learn, Dokeos, eCollege, eFront, FirstClass, Frog, Fronter, Glow Learn, ILIAS, iWebfolio, LAMS – the Learning Activity Management System, Moodle, Pass-port, Sakai, SharePointLMS, TK20, WebEx, and new features in virtual learning environments including wikis, blogs, games, RSS, 3-D virtual learning spaces, etc.).
  • Best Practices and Case Studies (evaluation and implementation in multidisciplinary; applications and training; personal experiences; creativity and innovation of projects; anthropological, psychological, pedagogical, sociological works on virtual worlds and environments; etc.)
  • Global Virtual Worlds and Environments Development and Management (model, technologies, programs, issues).
  • Trends of Virtual Worlds and Environments.
  • All Other Related Issues in Virtual Worlds and Environments.

    Submission Procedure:
    Researchers and practitioners are invited to submit on or before December 31, 2009, a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed article. Authors of accepted proposals will be notified by January 31, 2010 about the status of their proposals and sent chapter guidelines. Full chapters of 8,000-10,000 words are expected to be submitted by February 28, 2010. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this handbook.

    Publisher:
    This handbook is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference” and “IGI Publishing” imprints. For additional information regarding the publisher, please visit http://www.igi-global.com.

    Important Dates:
    December 31, 2009 Deadline for proposal submission
    January 31, 2010 Proposal decision due to authors
    February 28, 2010 Full chapters due
    April 30, 2010 Review results to authors
    May 30, 2010 Revised chapters due from authors
    June 30, 2010 Notification of final acceptance/rejection
    July 15, 2010 Final accepted chapters and materials due from authors
    September 30, 2010 All chapters to IGI for publication

    Inquiries and submissions can be forwarded electronically (Word document) or by mail to:

    Dr. Harrison H. Yang
    Department of Curriculum and Instruction
    State University of New York at Oswego
    Oswego, NY 13126-3599
    Tel.: +315-312-2651 • Fax: +315-312-5446
    E-mail: hyang2@oswego.edu

    Dr. Steve C. Yuen
    Department of Technology Education
    The University of Southern Mississippi
    Hattiesburg, MS 39406-0001
    Tel: + 601-266-4670 • Fax: +601-266-5957
    E-mail: steve@yuen.us

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