User-Driven Content Creation in Second Life A Source of Innovation?: Three Case Studies of Business and Public Service

User-Driven Content Creation in Second Life A Source of Innovation?: Three Case Studies of Business and Public Service

Sisse Siggaard Jensen
DOI: 10.4018/978-1-60960-854-5.ch001
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Abstract

In this chapter, Second Life is conceived as an open space and symbolic world of user-driven co-creation of content. The questions asked concern the ways in which the actors of three case studies design, mediate, and remediate their Second Life projects and how the choices they make contribute to user-driven content creation and possibly to innovative practices. To answer these questions, concepts of innovation, in particular closed and open innovation are introduced and motivations for engaging in co-creation are identified. It is suggested that we understand user-driven innovation in a world like Second Life in terms of symbolic reorganization of conceptual frameworks and meaning-making. Subsequently, the concept of remediation is suggested as a way to conceive of mediation in the cases studied. It is shown how difficult it is for actors to co-create, mediate, and remediate thus to generate user-driven innovative practices in two Danish business projects (Wonder DK and Times) and in one public service project (Literary). To conclude the analysis of the case studies, it is suggested that methods of creative co-creation and innovative practices can build on the concept of remediation borrowed from research on new media and redefined in virtual worlds.
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Questions Of Analysis

In this chapter, the practices of the user-driven content creation and user-driven innovation of the Second Life symbolic world is critically examined by analyzing three case studies of projects and actors who engage with or have been engaged with Second Life. The agencies of the Wonder DK, Times, and Literary projects are analyzed as seen from the perspective of mediation and innovation. Thus, in the analysis of the case studies, the ensuing questions that are dealt with are: In what ways do actors of the chosen case studies design and mediate their Second Life projects? And, how do their choices contribute to user-driven content creation and possibly to innovation in this symbolic world? To answer these questions, first, the concepts of innovation and remediation are introduced. Secondly, the three case studies are presented and then analysed, and finally some answers to the above stated questions are suggested.

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