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Multimodal Semiotics and Collaborative Design

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Digitally-mediated virtual places such as SL have also been described as multi-user virtual<br />

environments (MUVEs) (Gordon 2008) or collaborative virtual environments (CVEs) (Prasolova-<br />

Førl<strong>and</strong> 2008, Schroeder 2011). The former definition is often used to describe a wide variety of<br />

applications such as multi-player online games or multi-user VR environments, whereas studies<br />

that use the latter mostly focus on collaborative systems for digital interaction, problem-solving,<br />

content generation or various other purposes. In fact, a significant portion of the research<br />

literature on VWs is comprised by studies on massively multiplayer online role-playing games<br />

(MMORPGs) <strong>and</strong> the gamer experiences 2 . In his socio-economic analysis of online game spaces<br />

<strong>and</strong> gamer communities, professor of telecommunications Edward Castronova (2005) defines such<br />

spaces as “synthetic worlds”, which he describes as “any computer-generated physical space,<br />

represented graphically in three dimensions, that can be experienced by many people at once”<br />

(Castronova 2005: 22). On the other h<strong>and</strong>, new media scholar Eric Gordon (2008) claims MUVEs<br />

such as SL are not essentially games, even if they might include game spaces. In this perspective,<br />

SL represents the social VWs “in which the primary purpose is the creation of meaning through the<br />

manipulation of the world <strong>and</strong> communication with others within the world” (Damer 2009: 2).<br />

In his book on designing virtual worlds, the game designer <strong>and</strong> researcher Richard Bartle (2004)<br />

defines virtual worlds as shared or multi-user, persistent virtual environments that are<br />

simulated/implemented by a computer (or a network of computers). While Bartle’s analysis of<br />

VWs focuses mainly on design <strong>and</strong> user-interaction in MMORPGs, several fundamental<br />

characteristics are common for many online applications of 3D social worlds. In his view, major<br />

characteristics of virtual worlds are: underlying automated rules that enable players to effect<br />

changes to it, representation of players/users as inworld characters, <strong>and</strong> real-time interaction with<br />

a shared <strong>and</strong> (relatively) persistent world. Bartle’s definition is useful in terms of putting the<br />

emphasis on VWs as places in which human communication take place. Evidently, the ways in<br />

which the field is described depends heavily on the purposes of the research framework. I<br />

emphasize the framing of VWs as places in order to stay consistent with the overall socio-semiotic<br />

framework on virtual place-making as co-production of multimodal sign systems.<br />

Virtual worlds as places<br />

As mentioned above, I consider the VW of SL a network of virtual places, which accommodate <strong>and</strong><br />

afford the co-production of 3D virtual environments as multimodal semiotic processes of place-<br />

2 Unfortunately, it is not possible to discuss all the l<strong>and</strong>marks of MMORPG research <strong>and</strong> game studies here, in the<br />

limited space of this dissertation. However, in addition to Richard Bartle’s (2004, 2008) contributions, I find digital<br />

communication scholar T.L. Taylor’s “Play Between Worlds: Exploring Online Game Culture” (Taylor 2006) <strong>and</strong> gamedesigner<br />

Ralph Koster’s “A Theory of Fun” (Koster 2005) as particularly helpful resources for exploring the relations<br />

between the design of gamer experience <strong>and</strong> the possible social arrays of digital interaction in online games.<br />

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