Virtual Worlds, also known as Multi-User Virtual Environments (MUVEs), have demonstrated remarkable growth during the first decade of the 21st century, largely due to the increased capability of computing technology and telecom networks. This development has effectively opened up a new field for exploration.
Activity in these immersive environments attracts professionals from a wide range of backgrounds, drawn by the richly varied opportunities for practice and research, often resulting in the formation of creative, multidisciplinary teams. Innovations entail both the application of tried and tested methods for research and evaluation and the tailoring of new approaches. It is important that studies advancing our understanding of this rapidly developing field are collated and disseminated in a timely fashion.
In this series we present current knowledge and discussion that explores how people interact with virtual worlds at all levels, what these environments have to offer us, and what their future might hold. The Immersive Environments Series will encompass theoretical perspectives, practical and technical approaches and social issues, including determinants of efficacy, usability and acceptability.
We welcome proposals for monographs, edited volumes, Briefs and other suggested publications.