ISSN: 20403550
Online ISSN: 20403569
First published in 2010
2 issues per volume
Current Issue:
Volume 3 / Issue 1-2 Free Issue
Volume 1 | Issue 1
Call for Papers

Download the MECR Notes for Contributors

Please refer to the Intellect Style Guide before submitting to the journal.

Submissions and enquiries should be sent to the editors: Elif Ayiter (ayiter@gmail.com) and Yacov Sharir (sharir@mail.utexas.edu).

Metaverse Creativity: Building, Performing, Learning and Authorship in Online 3D Worlds is a refereed journal focusing on creativity in user defined online virtual worlds such as Second Life ®. These social environments differentiate themselves from online mutli-user gaming communities in that they have no underlying social rules whatsoever that are game related: There are no scores to be gained, no levels to be attained. Thus, given that they are intrinsically unstructured environments within which Residents undertake activites which are self defined and self instigated, it is hardly surprising that the pursuit of creative activity seems to have become one of the prevalent reasons for residency in a metaverse.

While such an endeavor undoubtedly includes artistic activity, this definition should in no way be limited to artistic output alone but should encompass the output of design disciplines, such as fashion and object/vehicle/furniture design, landscaping, biological/zoological growth forms, artificial intelligence systems as well as virtual architecture all of which are currently amply manifest in Second Life, which still retains the unique position of being the only fully developed and economically functional of these environments at this time. However, beyond art, design and architecture the creation of the very agent that enables the attainment of Presence in a metaverse, i.e., the avatar, should be considered as a primary object of investigation where creative activity in a user defined online virtual world is concerned.
 
Output in a metaverse manifests under unique conditions and parameters that are engendered by the virtual environment itself and is intrinsically related to these in its very act of realization. Thus metaverse creativity cannot be separated from the underlying Metanomic system (metaverse economy), the legal issues of ownership and copyright, the geography and related atmospheric/lighting conditions upon which it is rendered or the underlying computational system which generates the environment. Nor indeed can the emergent fields of Cyberpsychology and Cyberanthropology be excluded when it comes to the attainment of a thorough understanding of metaverse creativity, these becoming particularly important in the comprehension of the processes involved in the creation and subsequent role and interactions of the avatar with the social environment that it is destined to become a part of.
Similarly studies involving the historic predecessors or indeed investigations of the times and cultures that find resonance and provide grounds for inspiration in metaverse culture today are also sought for.
 
Yet another area of interest is the examination of virtuality in a broader context: Investigations of virtual interaction of manifold descriptions such as are manifest in online social networking spheres and domains and the blogosphere; the entire phenomenon of simulation also as it comes into being as creative online activity, the sharing of creative output and ensuing collaborations, extensions, novel usages and détournement of such virtual output are some of the many areas from which research output is welcomed.
 
Topics include (but are not limited to):
 
The Creative Output:
·      The examination of emergent creative trends in three dimensional online worlds.
·      The critique and examination of the creative output itself.
·      Inquiry into the literary output manifested in the blogging activity surrounding user defined online virtual worlds.
 
The Avatar:
·      The creative, psycho-social and economic processes involved in the creation of single or multiple identities by a single user.
·      The creation of visual/sonic persona;
·      Play/Role Play,
·      The avatar as object of art.
 
Education:
·      Propositions for implementing novel educational strategies through the three dimensionally embodied agency of the metaverse.
·      Case studies which have developed novel educational strategies or technology indigenous to the metaverse, for implementing learning in diverse fields and for diverse learner groups and ages through the usage of online virtual worlds.
 
Virtual Culture in a Broader Context:
·      Virtual interaction of manifold descriptions such as are manifest in online social networking spheres and domains and the blogosphere;
·      Creative online activity and the sharing of creative output as well as collaborations, extension, novel usages and détournement of such virtual output.
·      Processes of Simulation.
·      The immersive attributes of the online state of being and its effects and implications on to the physical realm.
 
The Social, Physical and Technological Infrastructure of the Metaverse:
·      Cyberlaw,
·      Metanomics,
·      Cyberpsychology,
·      Cyberanthropology,
·      Computer Sciences,
·      Cognitive Sciences
and other here unspecified research fields are sought, provided that such studies take as their primary focus the effects and implications of the subject discussed upon creative activity and output engendered in user defined online virtual worlds.
 
Historic Precedents and Inspirations:
·      Comparative studies between historic and contemporary states of mental immersion involving the 'suspension of disbelief'; such as carnivals, fairs, the circus, the theatre, cinema, and the literary novel/work of fiction in juxtaposition to online virtuality, particularly as it manifests in a three dimensionally embodied state.
·      Studies on historic costume design, architecture, interior and object design as cultural signifiers which find novel usage and within the visual culture of the metaverse as well as gaming worlds today.
 
Call for Papers
Articles should be between 5000 and 7000 words in length, including keywords, full references, bibliography and an abstract of no more than 300 words detailing the key areas of investigation, supplemented with colour images, which are at least 1600 pixels wide. Given the scope and breadth of the topics listed above, authors are kindly asked that their contributions be accessible to the non-specialist reader whilst retaining all of the requirements of academic rigor.
In addition to full text articles, proposals for creative image based submissions which document, evaluate or reflect on creative activity in the metaverse can also be undertaken. In this instance individuals are required to submit visual material together with a written proposal which should include a critical introduction of no more than 500 words outlining to the editorial team why the work submitted is relevant to the theme of the journal.

 

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