When we started planning the “Dark Side” issue last year, NO ONE IMAGINED
that humanity would be in ONE OF ITS DARKEST times – the age of COVID-19.
Consequently, and of special interest to our JVWR (Journal of Virtual
Worlds Research) community - much of human activity, be it meeting your
parents or kids, taking a course or learning a new skill, or hanging with
friends or colleagues – is virtual.
Our JVWR community is called upon to provide guidance, and we are required
to collectively think and do. Towards that end, we are launching a “*call
for leadership on the virtual*” to jointly design and implement the
measures we as a community and our journal should take.
The Journal of Virtual World Research’s “The Dark Side of Virtual Worlds”
issue dives into some ideas about how evil is represented in the virtual
worlds of digital games. The name of this special issue, “The Dark Side” is
purposeful. It takes a critical look at the things we consider evil within
virtual worlds. These five manuscripts elaborate on the motivations for
evil acts and their outcomes, hostile competitiveness, classification of
deviant leisure, how immoral acts are determined, and our ability to thwart
these cruel activities in the virtual environments and games.
Rising to the Challenge of Virtual in the Age of COVID-19: The Macro
Framework of Three New Normals (3NN)