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Multimodal Semiotics and Collaborative Design

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collaborative actions that span quite different environments with quite different types of agency,<br />

possible acts, <strong>and</strong> consequences” (Keating <strong>and</strong> Sunakawa 2010: 331). Their findings show that<br />

participation cues in online games requires new habits of spatial reasoning, which are often fairly<br />

influenced by the cultural <strong>and</strong> social contexts in which participants collaborate.<br />

Being able to manipulate <strong>and</strong> interpret continually shifting participant roles <strong>and</strong> spatial<br />

configurations <strong>and</strong> being adaptable in the use of the modality of space is a significant part of<br />

interacting across real space <strong>and</strong> technologically mediated space, with new shared elements of<br />

social life (Keating <strong>and</strong> Sunakawa 2010: 353).<br />

In terms of the social VWs such as SL, transfer of spatial codes from the so-called real-world has a<br />

central importance in the analysis of designer practices. As Betsy Book (2004) claims, usergenerated<br />

social worlds tend to be ‘more directly influenced <strong>and</strong> inspired by cultures of everyday<br />

offline life’ as residents constantly draw from existing resources <strong>and</strong> conventions of entertainment<br />

media <strong>and</strong> pop culture. User-driven co-production activities in Second Life are often initiated by<br />

similar creative explorations of users with different motivations <strong>and</strong> individually meaningful<br />

contexts (Dennhardt <strong>and</strong> Kohler 2010, Kohler et. al. 2009, Ondrejka 2005). Therefore, the<br />

following section will continue to discuss issues such as co-presence, collaboration <strong>and</strong> co-design in<br />

SL. Before discussing these issues, I will briefly summarize the first part of the review <strong>and</strong> draw the<br />

main analytical points from the VW literature thus far.<br />

Synthesis: Virtual place-making, architecture <strong>and</strong> design<br />

In summary, various perspectives on virtual worlds focus on the spatial characteristics of avatar<br />

interaction in VWs, <strong>and</strong> emphasize the social dimension of place-making in terms of construction<br />

of the meaningful user experience. These perspectives contribute to the formulation of my research<br />

question, as my multimodal social semiotic framing of communication considers design as not only<br />

the construction of visual characteristics of places <strong>and</strong> artifacts, but also their social functions as<br />

meaningful sign systems, <strong>and</strong> their practical functions as mediational means. The question is how<br />

virtual places <strong>and</strong> artifacts in SL are co-designed <strong>and</strong> co-produced for multimodal interaction;<br />

therefore I often employ spatial categories of place-making in my analysis of virtual places that are<br />

comparable to these approaches. In the following section, my review continues with research<br />

studies on the social dimensions of being together <strong>and</strong> co-producing virtual objects in a VW.<br />

2.2. Research on co-presence, co-production <strong>and</strong> co-design in virtual worlds<br />

Although the development <strong>and</strong> study of virtual worlds are (relatively) recent phenomena, which<br />

originates from the early/mid-1990s <strong>and</strong> are mainly driven by the socio-technical developments of<br />

the era, researchers have been extensively investigating various aspects of online communication,<br />

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