3. Summary
Academic pioneer!
− Very timely and relevant research area!
− Interesting research question!
Comprehensive theoretical background
− Comprehensive and systemic overview of relevant theories and
concepts
− Touches on other relevant concepts/theories as well
Noteworthy methodology
− Use of multiple data sources and multiple perspectives in data
analysis is noteworthy
− In-depth view of collaboration in virtual spaces
Fascinating and rich findings and implications
− Fascinating insights into design of virtual world places
− Implications for many areas both theoretical and practical
6. Isn’t Second Life dead?
May 2006
July 2007
http://www.gartner.com/it/page.jsp?id=1447613
7. Research Question
“How do the VW users co-produce multimodal
meaning potentials in virtual places and artifacts
through collaborative design, as exemplified by the
social semiotic analysis of the three case studies in
SL?”
8. Research Question
“How do the VW users co-produce multimodal
meaning potentials in virtual places and artifacts
through collaborative design, as exemplified by the
social semiotic analysis of the three case studies in
SL?”
But how would you
explain this to your
grandmother?
11. Theoretical background
Virtual Worlds
Social Semiotics
Design Research
Why not….
Affordances?
Power?
Group theory
Organizational behavior?
12. Research question revisited
“How do the VW users co-produce multimodal meaning
potentials in virtual places and artifacts through collaborative
design, as exemplified by the social semiotic analysis of the
three case studies in SL?”
What is the level of analysis?
− The group of co-producers?
− The co-production/collaboration process among individuals?
−?
What is the focus of analysis?
− Interplay among individuals co-producing?
− Interplay among co-producing group, places, and practices?
− Nexus of multimodal meaning potentials?
− The actual texts and objects co-produced?
− Affordances and constraints of SL: Experiential, Interpersonal,
Textual?
− Power relations and division of tasks?
13. Your approach
In order to study the co-production of meaning
potentials in SL, I use the multimodal social
semiotic approach to communication, and a
methodological blend of multimodal analysis with
the methods borrowed from socio-cultural analysis
of mediated social action. (p.6)
Why do you use this approach?
− Why not Social psychology, Organizational behavior,
Innovation studies, other?
15. Methodology
Grounded Theory and Abductive
Case Studies
1. Metrotropia project and interdisciplinary
collaboration in the design of a virtual
laboratory
2. Pop Art Lab and the role of inworld relations in
collaborative design teams, Power relations
and the division of tasks in the Metrotopia
project
3. The virtual world workshop and learning
through collaborative design
17. Methodology
Case Studies
− Why all in SL?
− Why these three?
− Overview of data collection?
− Which data did you really use in your analysis?
− Why did you decide to bring in power relations
and division of tasks?
− What about avatar design?
18. Analysis
1. Social actors and power relations in groups
2. Meditational means and affordances for co-design
3. Collaborative processes in and with SL
4. Multimodal semiotics and design of virtual places
20. Findings
A complex nexus in co-production practices, and a
semiotic flux in the social negotiations of meta-
functions, as well as identities, places, tools,
affordances and methods, which are also co-
produced along the process. (p.244)
21. Findings
1. The implications of analyzing virtual worlds as
places
2. The methodological and conclusions on combining
the analysis of multimodal place-making with the
nexus analysis framework
3. Social semiotics of design as construction of a
sense of place
4. Affordances as meaning and action potentials
5. Implications for platform and content developers
6. Implications for designers
22. Three kinds of affordances
X
Gaver, W. 1991. Technology affordances. Proceedings of the CHI 1991, ACM Press: New York, 79 – 84.
23. How would your findings differ if you had
studied co-production in a physical setting?
26. Theoretical contributions?
Can you draw a model of your findings?
Actors Affordances
Avatars Practices
Semiotic
resources
Places Collaboration
process
Task
division Experiential Power
function
Objects/
Texts/ Interpersonal
Scripts Textual
function
function
28. What do your findings mean…..
Methodologically
− For VW researchers? Other researchers?
Theoretically
− For communication research?
− For design research ?
− For co-creation research?
− For other research?
Practically
− For designers/producers of virtual world spaces?
− For platform providers, eg Linden Lab?
− For designers of physical spaces?
31. What is your headline?
RQ: “How do the VW users co-produce multimodal
meaning potentials in virtual places and artifacts
through collaborative design, as exemplified by the
social semiotic analysis of the three case studies in
SL?”
http://www.recycledminds.com/2009/08/insert-your-headline-here.html
32. Summary
Academic pioneer!
− Very timely and relevant research area!
− Interesting research question!
Comprehensive theoretical background
− Comprehensive and systemic overview of relevant theories and
concepts
− Touches on other relevant concepts/theories as well
Noteworthy methodology
− Use of multiple data sources and multiple perspectives in data
analysis is noteworthy
− In-depth view of collaboration in virtual spaces
Fascinating and rich findings and implications
− Fascinating insights into design of virtual world places
− Implications for many areas both theoretical and practical
33. Overall
Major strength of the thesis
−Provides a very insightful (and most likely
the first) picture of the complex socio-
cultural dynamics that emerge in the
mediation and co-production of virtual
places and artifacts.
It achieved its goal!
Notas del editor
Develop more – internal/external - >
Jim asks this? http://www.readwriteweb.com/archives/number_of_virtual_world_users_breaks_the_1_billion.phpWhat are the 5 phases of a Hype Cycle?1. "Technology Trigger"The first phase of a Hype Cycle is the "technology trigger" or breakthrough, product launch or other event that generates significant press and interest. 2. "Peak of Inflated Expectations"In the next phase, a frenzy of publicity typically generates over-enthusiasm and unrealistic expectations. There may be some successful applications of a technology, but there are typically more failures. 3. "Trough of Disillusionment"Technologies enter the "trough of disillusionment" because they fail to meet expectations and quickly become unfashionable. Consequently, the press usually abandons the topic and the technology. 4. "Slope of Enlightenment"Although the press may have stopped covering the technology, some businesses continue through the "slope of enlightenment" and experiment to understand the benefits and practical application of the technology. 5. "Plateau of Productivity"A technology reaches the "plateau of productivity" as the benefits of it become widely demonstrated and accepted. The technology becomes increasingly stable and evolves in second and third generations. The final height of the plateau varies according to whether the technology is broadly applicable or benefits only a niche market.Virtual worlds have reached a stage where new users continue to build, even though the media has moved on to fan the fires of Facebook and Twitter, says Douglas Thompson, CEO of Remedy Communications, a Toronto marketing firm. Second Life says the time spent on the site by users increased 21 percent in 2009. Most paying customers on Second Life are purely social, but it still boasts 1,400 business-related organizations as users. Thompson says traffic on Metanomics, his company’s Second Life video presence, has picked up in the past year, with 50 percent of new users coming from small or medium-size companies. “People no longer ask what an avatar is,” says Thompson. “We can thank Jim Cameron for that.”Read more: Entrepreneurs Doing Business by Avatar - Personal Finance - Employment - SmartMoney.comhttp://www.smartmoney.com/Personal-Finance/Employment/Entrepreneurs-Doing-Business-by-Avatar/#ixzz0pp1H6D7N
Relationship of role-player to chosen role especially in terms of boundary between being in character (IC) and as such removed from reality and the move to being out of character (OOC), which instead highlights negotiations of social, sometime make-belief roles. Interested in digital arenas for free play…why free play vs scripted worlds? How does it matter to the RQ?Is it role-play in a new realm or is it the interplay of primary interest?What do we know about this interplay in offline context?Focus is interplay between mv and mf or interaction between players? – p. 52: performance studies investigate interaction that is performed between players, animate as well as inanimate, How people explore and negotiate boundary between being IC and OCC. P. 35 – then why not use identity as lens?But why is this interplay of interest?Specific focus? Grandmother…
Relationship of role-player to chosen role especially in terms of boundary between being in character (IC) and as such removed from reality and the move to being out of character (OOC), which instead highlights negotiations of social, sometime make-belief roles. Interested in digital arenas for free play…why free play vs scripted worlds? How does it matter to the RQ?Is it role-play in a new realm or is it the interplay of primary interest?What do we know about this interplay in offline context?Focus is interplay between mv and mf or interaction between players? – p. 52: performance studies investigate interaction that is performed between players, animate as well as inanimate, How people explore and negotiate boundary between being IC and OCC. P. 35 – then why not use identity as lens?But why is this interplay of interest?Specific focus? Grandmother…
Francesco – space, place, virtual
FL & RT
Generalizability?
Relationship of role-player to chosen role especially in terms of boundary between being in character (IC) and as such removed from reality and the move to being out of character (OOC), which instead highlights negotiations of social, sometime make-belief roles. Interested in digital arenas for free play…why free play vs scripted worlds? How does it matter to the RQ?Is it role-play in a new realm or is it the interplay of primary interest?What do we know about this interplay in offline context?Focus is interplay between mv and mf or interaction between players? – p. 52: performance studies investigate interaction that is performed between players, animate as well as inanimate, How people explore and negotiate boundary between being IC and OCC. P. 35 – then why not use identity as lens?But why is this interplay of interest?Specific focus? Grandmother…