CFP MCIS 2012 Track on Real Virtual Worlds and Serious Games

CFP MCIS 2012 Track on Real Virtual Worlds and Serious Games

The Journal of Virtual Worlds Research ( is happy to announce a special call for MCIS2012 Track on Real Virtual Worlds and Serious Games

At the 7th Mediterranean Conference on Information Systems (MCIS 2012)
September 2012, Guimares, Portugal

Track Chairs
Ruti Gafni, Tel-Aviv Yaffo Academic College, Israel.
Nitza Geri, The Open University of Israel.
Yesha Sivan, Tel-Aviv Yaffo Academic College, Israel.

You can access this call directly through our

About MCIS 2012
Adopting emergent knowledge and technologies to develop innovative
Information Systems (CloudWisdom)
Guimar?es, Portugal - September 8-10, 2012

The Conference will address the design of web services, along with their
business models, as well as the development and implementation of
information systems that enhance the use and application of knowledge and
expertise in a global scale, with the aim of supporting co-creation and the
development of innovative solutions to the economic and social challenges
that the World faces today.

MCIS 2012 aims to:
  - Inspire innovative and informative IS research that promotes smart,
  sustainable and inclusive growth of the Mediterranean Region.
  - Foster ground breaking IS research to improve the quality of life in
  the Mediterranean Region through enacting the distributed intelligence of
  Mediterranean populations and promoting the value of knowledge assets they
  - Raise the visibility of IS-related research, education, policy, and
  practice carried out in the Mediterranean Region.

A direct link to Conference Tracks

Authors of selected high-quality papers will be invited to submit their
work to a special issue of the Journal of Virtual Worlds Research. See<>

Track Information
Interest in virtual worlds has increased in the last years (For example:
Wasko, Teigland, Leidner, and Jarvenpaa, 2011). These artificial
environments, which emerged from the gaming and role-play world, have
developed to serious applications suitable for various domain such as
general business, traveling, teaching (Baker, Wentz, and Woods, 2009), and
more. Inexpensive commodity-based products, such as computers and
high-speed internet, help making sophisticated simulation technologies
affordable and more accessible. Virtual Worlds are 3D, immersive graphical
environments representing realistic or imaginary worlds. A "Real Virtual
World" is defined as a combination of 3D ? 3C: a three- dimensional world
in which Communities of real people interact, creating Content, stuff and
services, and producing real economic value through e-Commerce (Sivan,
Bloomfield, and Gelissen, 2009). Simulations in a virtual world have a
number of advantages, for example: the possibility to simulate expensive
real-world resources, performing collaborative tasks without meeting
physically, and training people in risky activities that would be dangerous
in the real world. Moreover, the activities are committed in a "gaming"
like interaction, which motivates people to perform even routine and
annoying activities.

The aim of this track is to examine the opportunities and challenges that
such developments pose to organizations, and their potential impacts on
competitive, organizational, and legal issues. This track will be of
interest to researchers, students,
educators, virtual world users, and anyone interested in the potential
implications of virtual worlds to organizations, businesses, and

Track Submission Instructions
Researchers are cordially invited to submit their full research papers
(7-12 pages), research-in-progress papers or extended abstracts (3-7
pages). Topics of interest include, but are not limited to:

  - The business value of virtual worlds
  - Deploying virtual worlds in the workplace
  - Business gaming
  - Virtual worlds through mobile devices
  - Training and evaluation in virtual worlds
  - Case studies of experimental projects
  - Traditional vs. virtual organizations
  - Serious games
  - Virtual Reality
  - Augmented Reality
  - Work-related learning in virtual worlds
  - New business models and strategies in virtual worlds
  - Virtual worlds as disruptive innovation for organizations
  - Products and services suitable for virtual worlds
  - Business activities suitable for virtual worlds (recruiting, research,
  development, marketing, sales, etc)
  - Security issues in virtual worlds

All submissions must be in English and will be blind reviewed by at least
two referees.

Important Dates
Paper submission deadline: March 9, 2012
Notification of acceptance: May 11, 2012
Final paper submission: June 1, 2012

If you have any questions please do not hesitate to e-mail the track

Baker, S. C., Wentz, R. K., and Woods, M. M. (2009). Using Virtual Worlds
in Education: Second Life? as an Educational Tool. *Teaching of Psychology*,
36(1), 59-64.
Sivan, Y., Bloomfield, R., and Gelissen, J. (2009). Special Issue on
Technology, Economy and Standards in Virtual Worlds. *The Journal of
Virtual Worlds **Research*, 2(3). ISSN: 1941-8477.
Wasko, M., Teigland, R., Leidner, D., and Jarvenpaa, S. (2011). Stepping
into the internet: New ventures in virtual worlds. *MIS Quarterly*, 35 (3),


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