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Multimodal Semiotics and Collaborative Design

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<strong>and</strong> appreciation. He says “if you charged him [Curiza] with the usual wage by the hour of a<br />

creator, this sim would be extremely expensive.”<br />

During the PAL interviews, both Curiza <strong>and</strong> Shaggy mentioned the discussions of entrepreneurship<br />

<strong>and</strong> earning a significant amount of money is SL, which they associated with the media hype<br />

around SL. In fact, not only Curiza, <strong>and</strong> Shaggy talk about the hype aspect but also Xavier <strong>and</strong><br />

Caitlyn mention the hype as one of the first reasons why they have heard of SL in the first place. On<br />

the other h<strong>and</strong>, Shaggy mentions that his answer to newbies who want to get rich in SL is always<br />

the same: “if you came to SL for money, just go away, not your place. You won’t see the interests<br />

of SL if you just want money.” For Shaggy, the actual reward for content creation in SL is the social<br />

reception <strong>and</strong> appreciation, as well as learning <strong>and</strong> exploration. However, Curiza focuses on a<br />

similar aspect <strong>and</strong> takes a more optimistic stance towards the future business potentials of SL: for<br />

him “it’s still an investment, because (…) sooner or later there’ll be massive people coming in.”<br />

The configuration of PAL’s design team shows significant differences from the Metrotopia team in<br />

terms of the conditions in which participants engage in collaborative design projects. In the PAL<br />

case, co-designers had long-st<strong>and</strong>ing inworld friendships, <strong>and</strong> their contributions were shaped<br />

mostly by their personal interests rather than a professional contract. In Curiza’s words “[t]here<br />

wasn’t really any strategy back then, because [we] were friends <strong>and</strong> this was something new.”<br />

Curiza, AmyLee <strong>and</strong> Xavier have been involved in PAL since the beginning, although their roles<br />

<strong>and</strong> contributions change in each version. Their inworld relations also contextualize their<br />

collaboration preferences, <strong>and</strong> methods of working together. For instance, Curiza lived in Xavier’s<br />

old sim before PAL idea was generated, <strong>and</strong> he was volunteering for Xavier as a “police officer.”<br />

Similarly, PAL’s current members are often included as officers, who are - as Curiza explains –<br />

“people who have been sitting there all the time anyway.” On the other h<strong>and</strong>, the two cases show<br />

similarities in terms of their makers’ intentions, especially considering how both Caitlyn <strong>and</strong> Curiza<br />

aimed to generate places for particular types of avatar interaction with reference to their<br />

professional affiliations, which are also influenced by their personal interests.<br />

Power relations <strong>and</strong> division of tasks in the Pop Art Lab project<br />

Therefore, In PAL project, the structure of the design team show differences in terms of its social<br />

history, <strong>and</strong> the situations in which the team’s internal power dynamics reached its current<br />

condition. Since PAL’s design team is based on inworld friendships <strong>and</strong> voluntary participation ,<br />

rather than a professional contract, decision-making was based on more flexible grounds, <strong>and</strong><br />

respecting each other’s’ efforts becomes even more important. For Curiza, who runs the project <strong>and</strong><br />

owns the sim, “when you work with people <strong>and</strong> you can’t pay them, you have to respect what they<br />

do.” In his view, this is partly because people invest time <strong>and</strong> effort in their designs <strong>and</strong> they expect<br />

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