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Multimodal Semiotics and Collaborative Design

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In the above quote, Curiza explains how he imagined himself in the position of potential PAL<br />

visitors, who he imagines may have the same aspirations or the like. On the interpersonal level, his<br />

primary rhetorical intention was to communicate that listening to music in SL is different<br />

compared to other online platforms. Curiza’s decision to use SL as a platform was the result of his<br />

intertextual reasoning, assessment of his experiences with various other social media platforms<br />

<strong>and</strong> in SL, <strong>and</strong> his interest in the VWs particular affordances to facilitate a new (‘more immersive’)<br />

form of music-listening experience.<br />

Curiza: I thought “Ok, Curiza. You can’t be the only one in this SL world, who needs, who<br />

wants a place where they just could come <strong>and</strong> relax without people expecting you to talk, <strong>and</strong><br />

chat, <strong>and</strong> party <strong>and</strong> dance.”<br />

However, Curiza soon realized that the ways in which the co-designers embed their intended<br />

meaning potentials do not necessarily make sense to visitors of the place the same way. As Caitlyn<br />

also mentions, the visitors ask questions about the represented meaning potentials, <strong>and</strong> they<br />

associate the frameworks of underst<strong>and</strong>ing with which they are familiar. In this way they seek to<br />

underst<strong>and</strong> how to socialize <strong>and</strong> interact in this particular context. The challenge for PAL’s codesigners<br />

was not only to provide visitors with a multimodal experience but also to inform them<br />

about what the place is <strong>and</strong> what it is not:<br />

Curiza: But people thought it was a club!! And when people come to a club in SL <strong>and</strong> there is<br />

no people, they TP [teleport] away!<br />

Curiza: And it was NOT a club <strong>and</strong> I hated that … Well, it is fine to run a club, but it is massive<br />

work because you need hosts all the time, you need to have parties all the time. (…) It is fine to<br />

be at a party. (…) But it is not the same when you host the party. Because when you host a<br />

party, everyone wants you to be there. And reply in open chat, <strong>and</strong> reply in IM. And it gets<br />

very stressful, for me.<br />

Curiza’s second comment above refers to the semiotic potentials or meta-functions that determine<br />

PAL’s primary function, as he emphasizes the experiential differences between PAL <strong>and</strong> a so-called<br />

virtual club. His perspective also describes a phenomenological experience, because his practices<br />

within PAL as the owner <strong>and</strong> manager of the sim are affected by the range of possible social<br />

interactions in the place, which is both constructed <strong>and</strong> represented by its design. Therefore, the<br />

experiential meta-function of PAL as a virtual place in SL is determined by the way it is designed,<br />

<strong>and</strong> Curiza’s underst<strong>and</strong>ing of this aspect includes particular definitions while excludes certain<br />

others. Although both PAL <strong>and</strong> the aforementioned ‘virtual clubs’ present affordances for listening<br />

to music, attending live performances <strong>and</strong> socializing, PAL’s emphasis is on content-experience,<br />

<strong>and</strong> not on the socialization aspect. PAL attempts to facilitate new activities, new multimodal ways<br />

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