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Multimodal Semiotics and Collaborative Design

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their perceived effects on networked virtual communities, often by consulting ethnomethodological<br />

methods (i.e. Damer 1998, Boostrom 2008, Ostr<strong>and</strong>er 2008, Boelstorff 2008).<br />

Anthropology professor Tom Boellstorff’s (2008) detailed ethnographical analysis of SL’s<br />

communities <strong>and</strong> their socio-cultural practices of communication, collaboration, <strong>and</strong> co-creation is<br />

among the most influential examples of such literature. Through his extensive fieldwork,<br />

Boellstorff claims that “virtual worlds are distinct domains of human being, deserving of study in<br />

their own right” (Boelstorff 2008: 238). Creativity <strong>and</strong> user-generated content is central in<br />

Boellstorff’s framing of SL’s digitally mediated culture, while the many forms of social interaction<br />

they provide can herald the transition from the “2D web” to the “3D web”, or more specifically:<br />

from network to place.<br />

Within Roskilde University’s ‘Sense-making strategies <strong>and</strong> user-driven innovation in VWs’ research<br />

project, a wide trajectory of approaches have been used by co-researchers, including sense-making<br />

methodology (Reinhardt <strong>and</strong> Dervin 2010), participant ethnographies on collaborative user/gamer<br />

practices (Jensen 2008a, 2009, Frølunde 2009, 2012), co-production <strong>and</strong> participatory design<br />

(Jensen 2008b, 2012b;), <strong>and</strong> user-driven innovation (Jensen 2008c, 2011). Another visible stream<br />

in qualitative VW studies focuses on particular platforms <strong>and</strong>/or technologies, <strong>and</strong> attempt to<br />

analyze their affordances <strong>and</strong> limitations - potentials <strong>and</strong> pitfalls for specific use contexts - by<br />

focusing on user-interfaces, communication tools <strong>and</strong> virtual environments. Such studies have<br />

been focused on SL, as well as other collaborative platforms, such as Open Sim or Active Worlds<br />

(i.e. Schroeder et al. 2001, Corbit 2002, Dickey 2005, Moore et al. 2009). There is also a significant<br />

number of recent studies on collaborative content creation in CVEs that us SL as platform, a<br />

number of other studies also emphasize design practices in other platforms such as LambdaMOO,<br />

Activeworlds, Everquest, <strong>and</strong> processes of world-building where they actively participate in the<br />

design of new platforms (i.e. Rosenman et al. 2007, Wadley <strong>and</strong> Ducheneaut 2009, Kohler et al.<br />

2009). Although such examples have similarities with my analytical framework, most of these<br />

studies have different analytical foci than social semiotics, <strong>and</strong> they are not necessarily interested<br />

in co-production of meaning potentials within multimodal sign systems.<br />

For instance, scholars from distance education field Parvati Dev <strong>and</strong> Decker Walker (1999) study<br />

evolutionary design of a virtual learning environment in which design <strong>and</strong> use of virtual<br />

artifacts/worlds are parts of a curriculum. Through participatory observation <strong>and</strong> analysis of<br />

multimodal archives (i.e. images, conceptual figures) they conclude on the value of early design<br />

studies in the development of educational innovations. Science communication <strong>and</strong> education<br />

researcher Margaret Corbit (2002) analyzes building of a 3D multiuser virtual science museum<br />

with a particular focus on accommodating the needs of several interconnected user groups, <strong>and</strong><br />

provides feedback for design improvement, factors that affect participation <strong>and</strong> collaboration.<br />

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