Contributions to JGVW are invited from all fields of game and virtual world studies research, design and development. We seek to provide a platform for vivid information interchange between academia and industry, between scholarship and professionalism, between theory, criticism and practice. Typical subject areas include: 1. Theory and criticism: e.g. ludology, narratology, philosophy, gender, race, identity, history (of and in games and virtual worlds), rhetorical approaches, discourse analysis and semiotics, genre criticism, media and cultural studies. 2. Social and psychological concerns: e.g. (online) communities, participation, interaction, identity formation, networks, violence and addiction, emotion, children's social behaviour, cognitive effects, e-learning and education 3. Design issues: e.g. developments in 3D modelling, authenticity and realism, mimesis, screenwriting, sound effects, composition, static vs. moving image, cut scenes, level design, multimodality, simulation and game engines 4. Reception and production: e.g. ethnography, audience research, therapeutic and hazardous effects, serialization, adaptation, franchising, commercial, serious and independent games, transmediation, intermediality, artificial intelligence and new literacy studies. JGVW publishes general and themed issues. Themes for future issues are announced in the journal. JGVW is published in British English with -ize endings.
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