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Multimodal Semiotics and Collaborative Design

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Media <strong>and</strong> cultural studies scholar Axel Bruns (2008) rejects the notion ‘prosumption’ <strong>and</strong><br />

emphasizes the active participation <strong>and</strong> transformative agency of user activities in new media<br />

production. Bruns coins the term ‘produsage’ (Bruns 2008) in order to explore user-generated<br />

content in contemporary social media platforms including blogs, Wikipedia <strong>and</strong> SL. Communities<br />

of content creators can think <strong>and</strong> act collectively, <strong>and</strong> explore creative uses of tools <strong>and</strong> resources.<br />

Therefore, the structure of produsage communities is in constant flux. Although these notions in<br />

Bruns’ perspective can be criticized with regard to the specific context of SL, his analysis of<br />

collaborative content creation activities in a wider spectrum social media is useful to underst<strong>and</strong><br />

the similarities <strong>and</strong> differences of these co-creation activities <strong>and</strong> the affordances <strong>and</strong> social<br />

conventions of platforms. The ideas <strong>and</strong> theories of media <strong>and</strong> communication scholars about the<br />

power relations, social control <strong>and</strong> exploitation in relation to online co-production activities affects<br />

my framing of media meanings <strong>and</strong> power relations in SL (i.e. Bonsu <strong>and</strong> Darmody 2008). On the<br />

other h<strong>and</strong>, several characteristics of SL distinguish it from conventional social media platforms, as<br />

it is a social VW with affordances for real-time interaction of avatars in three-dimensional shared<br />

places. Thus, the analysis focuses on such characteristics that create a sense of place in SL.<br />

Research on virtual places<br />

As I mentioned above, the analysis of SL emphasizes the framing of VWs as places, which<br />

accommodate both experiential <strong>and</strong> semiotic experiences of individuals in computer-mediated,<br />

multi-user, persistent virtual environments (Bartle 2004). In this perspective, digital platforms<br />

such as SL differentiate from both the places in physical world <strong>and</strong> the two-dimensional graphical<br />

environments of the World Wide Web, as they provide their users with a collaborative platform to<br />

experience both synchronous <strong>and</strong> asynchronous communication in a shared three-dimensional<br />

representation of space (Ondrejka 2005, Damer 2009). The spatial characteristics of interaction in<br />

SL provide specific affordances for verbal <strong>and</strong> non-verbal communication (Schroeder 2011) <strong>and</strong> the<br />

use of avatars as personal mediators (Jensen 2012). The experiential perspective to virtual places<br />

therefore considers the representational, metaphorical <strong>and</strong> performative aspects of virtual worldmaking<br />

(Jensen 2012) as constituents of a social semiotic analysis to uncover the meaning<br />

potentials in SL’s places <strong>and</strong> artifacts.<br />

Previous research studies on meaning <strong>and</strong> design in VWs have studied relevant issues such as the<br />

phenomenology of sense of place in digitally mediated communication (Maher <strong>and</strong> Simoff 2000),<br />

the underlying physical rules <strong>and</strong> their effects on user experience (Santos 2009), the relations<br />

between the design of VWs <strong>and</strong> architecture (Bridges <strong>and</strong> Charitos 1997), the semiotics of religious<br />

spaces in SL (Leone 2011), or the effects of real-world spatial metaphors on the construction of the<br />

virtual environments (i.e. Book 2004, Prasolova-Førl<strong>and</strong> 2008, Taylor 2009). <strong>Design</strong> <strong>and</strong><br />

4

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