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This page collects papers and presentations from the project Sense-making strategies and user-driven innovation in virtual worlds: new market dynamics, social and cultural innovation, and knowledge construction.

Advanced doctoral dissertation

Sisse Siggaard jensen (2012): Ways of Virtual World-making: Actors and Avatars, Roskilde University Press. The advanced doctoral dissertation was defended June 1, 2012 at Roskilde University. Members of the evaluation committee were: Professor, director Jay D. Bolter, Professor Andrew Burn, London University, Professor Kim C. Schrøder, Roskilde University. Video stream from the defense.

Defense manuscript

Special Issue

Sisse S. Jensen, Louise Phillips, Dixi L. Strand (Eds.), Virtual Worlds as Sites for Social and Cultural Innovation. Special Issue, Convergence: The International Journal of Research into New Media Technologies, February 2012 18(1), Sage.

Journal articles

Lisbeth Frølunde, (2012), Animated war Perspectives on resemiosis and authorship applied to two DIY film projects, Convergence 18(1)

CarrieLynn D. Reinhard, Brenda Dervin (2012).  Comparing situated sense-making processes in virtual worlds: Application of Dervin’s Sense-Making Methodology to media reception situations.  Convergence: The International Journal of Research into New Media Technologies, 18(1)

Ursula Plesner and Maja Horst (2012). Selling the Selling Point: How Innovation Communication creates Users of Virtual Worlds Architecture. Convergence: The International Journal of Research into New Media Technologies

Ursula Plesner and Bjarke Liboriussen (2011). Imagining Technicities: ICT Taste and Skill as Elements in the Configuration of Virtual Worlds Architecture. International Journal of Emerging Technologies and Society

Louise Jane Phillips, (2011), Analyzing the dialogic turn in the communication of research-based knowledge an exploration of the tensions in collaborative research, Public Understanding of Science 20 (1) , 80-100

CarrieLynn D. Reinhard  (2011).  Studying the interpretive and physical aspects of interactivity: Revisiting interactivity as a situated interplay of structure and agencies.  Communications: The European Journal of Communication Research, 36(3), pp. 353-374.

Sisse Siggaard Jensen, (2011), Remediating Education in Virtual Worlds, Educational Research

CarrieLynn D. Reinhard, (2011), Gameplay marketing strategies as audience cooptation – The story of The Dark Knight, the Cloverfield monster, and their brethren, International Journal of Communication 5

CarrieLynn D. Reinhard, (2010), Interviews within experimental frameworks – How to make sense of sense-making in virtual worlds
Journal of Virtual Worlds Research 3(1)

Louise Jane Phillips, (2010), Producing knowledge in collaborative research about virtual worlds – Discursive constructions of <em>Second Life</em>
Journal of Virtual Worlds Research 2 (5) , 3-21

Remzi Ates Gürsimsek, (2009), Sanal Dunyalar Icin Tasarim
XXI Magazine , 12-13

Sisse Siggaard Jensen, (2009), Actors and Their Use of Avatars as Personal Mediators – An Empirical Study of Avatar-Based Sense-Makings and Communication Practices in the Virtual Worlds of EverQuest and Second Life, MedieKultur 47 , 29-44

Simon Heilesen, (2009), Remediating cultural services in Second Life: The case of Info Island DK, First Monday 14 (6)

Sisse Siggaard Jensen, (2008), Kommunikationen i de virtuelle verdener, Humaniora 23 (1) , 18-24

Louise Jane Phillips, (2008), Når forskningsbaseret viden forhandles – Den dialogiske drejning inden for forskningskommunikation, Læring & Medier (LOM) 1 (1) , 1-19

Contributions to book/anthology

Ursula Plesner (2012). Building networks with vague intentions: A vocabulary of enrolment and negotiations in collaborative research practice. Knowledge and Power in Collaborative Research: A Reflexive Approach, (eds. Louise Phillips et al), Routledge

Lisbeth Frølunde, (2012), Machinima Filmmaking as Culture in Practice Dialogical Processes of Remix, Computer Games and New Media Cultures, Springer

Lisbeth Frølunde, (2012), Facing the Audience – Dialogic Theory and the Hybrid Animated Film, Understanding Machinima , Continuum International Publishing Group Ltd

Frederik Lindstrand, Lisbeth Frølunde, Øystein Gilje, Lisa Ôhman-Gullberg, (2011), Interests in motion. The film medium through the eyes and lenses of young Scandinavian filmmakers, International perspectives on youth media, Peter Lang

CarrieLynn D. Reinhard, Brenda Dervin, (2011), Application of Dervin’s Sense-Making Methodologies to Media Reception Studies, International Companions to Media Studies , Blackwell Publishing Ltd

CarrieLynn D. Reinhard, (2011), Virtual Worlds and Reception Studies - Comparing Engagings, Virtual Worlds and Metaverse Platforms, Idea Group Publishing, 117-136

Sisse Siggaard Jensen, (2011), User-Driven Content Creation in Second Life: a Source of Innovation?
Three Case Studies of Business and Public Service
, Virtual Worlds and Metaverse Platforms,, Idea Group Publishing, 1-15

Sisse Siggaard Jensen, (2008), Acting and Learning with Avatars: Sense-making Strategies of reflection in the Virtual World of a Massively Multi-User Online Role-Playing Game, Informal Learning and Digital Media, Cambridge Scholars Press

Sisse Siggaard Jensen, (2007), Avatarer i den virtuelle verden, Tankestreger, Danmarks Pædagogiske Universitetsforlag 22-33


Louise Phillips and Ursula Plesner, (2012) Researching Virtual Worlds: Methodologies for Studying Emergent Practices, Routledge

Sisse Siggaard Jensen, (2011), Ways of Virtual World-making, Vol. 1 and 2 (submitted doctoral dissertation)

Sisse Siggaard Jensen, (2008), Virkeligheder i Second Life, Samvær og innovation, Books on Demand:København

Sisse Siggaard Jensen, (2007), Oplevelser i en virtuel verden, Kommunikation og organisering, Books on Demand:København

Conference papers and presentations

Ursula Plesner, (2011), Innovation communication: an analytical framework, paper presented at 4S, Cleveland, November.

Ursula Plesner, (2011), Serious Business, Hitmen and Bouncing Boobspaper presented at Explosions of Virtuality workshop, Stanford University, October.

Sisse Siggaard Jensen, (2011), Avatars in flux blurring the boundaries of a unified phenomenon of bounded contours

Lisbeth Frølunde, Bjørn-Tore Flåten, (2011), Leveraging The Affordances Of The Emerging 3d Internet For Entrepreneurial ”Next Practices” Selected Case Studies From The Nordic Creative Industries, BCERC, Syracuse, NY, United States

Lisbeth Frølunde, (2011), Creative Digital Media Practices – Integrating Visual and Dialogic Communication Theories, Postdigital Encounters: Creativity and Improvisation, Bristol, United Kingdom

Lisbeth Frølunde, (2010), Making A Filmmaker, A Scandinavian Research Project3rd European Communication Conference, Hamburg, Germany, Proceedings of Cultural Studies Association annual meeting 2010

CarrieLynn D. Reinhard, (2010), Structuring virtual spaces as television places – Internet television remediating conventional structures, practices and power dynamics, International Communication Association, Singapore, Singapore

Dixi Louise Strand, (2010), Principles for IT Praxiography, The 6th International Conference on Social and Organizational Informatics and Cybernetics, Orlando, United States

CarrieLynn D. Reinhard, Brenda Dervin, (2010), Situations of media engagings: Comparing the new and the old through sense-making, 11th Annual Conference of the Association of Internet Researchers (AoIR): Internet Research 11.0 Conference, Gothenburg, Sweden

CarrieLynn D. Reinhard, (2010), The metaphors of virtual worlds – How people make sense of a virtual world via the physical world
ECREA European Media and Communication Doctoral Summer School 2010: Cultural and technological challenges of media globalisation and convergence in Europe, Ljubljana, Slovenia

Sisse Siggaard Jensen, (2010), Shadows Cast on the Screen?, 3rd European Communication Conference, Hamburg, Germany

Sisse Siggaard Jensen, (2010), What Do Avatars Do to Their Actors, ECREA 2010 Pre-Conference: Avatars and Humans, Hamborg, Germany

Dixi Louise Strand, (2010), Mobilizing User-Driven Innovation in and of Virtual Worlds, Workshop “The role of users in the intertwined changes of technology and practice”, Helsinki, Finland

Lisbeth Frølunde, (2010), Machinima as a Practice of Meaning-making - A Case Study of Machinimators Participating in a Contest in Second Life, 3rd European Communication Conference, Hamburg, Germany

Lisbeth Frølunde, (2010), Understanding Machinima – Applying a Dialogic Approach, Research workshop “Making Sense of Virtual Worlds and User Driven Innovation”, Magleås, Denmark

Sisse Siggaard Jensen, (2010), Transformative interrelations of actors and their companion avatars: sources of social innovation? Case studies of actors playing the game of EverQuest and inhabiting the social world of Second Life, 3rd European Communication Conference, Hamburg, Germany

Ursula Plesner, Bjarke Liboriussen, (2010), Architectural Hybrids as Innovations in the Making – Emerging Communicaiton and Organization Issues, Constructions Matter – Managing Complexities, Decision and Actions in the Building Process, København, Denmark

Bjarke Liboriussen, Map, (2010), Structure, World: Player Cartography as Attunement, Ludotopia – Workshop on Spaces, Places and Territories in Computer Game, The IT-University Copenhagen, Denmark

Ursula Plesner, (2010), Involving Real Life Clients in Second Life Architecture – How Actors Develop, Define and Dwell in New Digital Communication Environments, ECREA 2010, Hamburg, Germany

Ursula Plesner, (2010), From Ideals of Participation and Dialogue to a Situation of Enrolment and Negotiations
Implications for the co-Construction of Knowledge
, Nordic Network for the Study of the Dialogic Communication of Research Workshop, Tampere, Finland

Ursula Plesner, Maja Horst, (2010), Monstrous Models of Virtual Buildings? The Non-Standardization of Communication Technologies in Architectual Work, 4S Conference 2010, Tokyo, Japan

Ursula Plesner, (2010), Information versus Immersion. Multidirectionality in the Development of Integrated ICTs in Architechture, ICA 2010, Singapore, Singapore

Ursula Plesner, (2010), Selling the Selling Point How to Create Users of Architecctural Models in Second Life, Virtual Worlds International Workshop, Magleås, Sweden

Bjarke Liboriussen, Ursula Plesner, (2010), Architect, Virtual World Native,and Other Technicities in Current, Architectural Use of Virtual Worlds, Virtual Worlds International Workshop, Magleås, Sweden

CarrieLynn D. Reinhard, (2009), Discourse swings in understanding audiences: Case studies on Hollywood’s cooptation of audience activity(s) as emergent discourse, International Communication Association, Chicago, United States

Sisse Siggaard Jensen, (2009), Virtuelle Verdener – Sense-making og brugerdreven innovation i virtuelle verdener, Det Kreative og Innovative Samfund, København, Denmark

CarrieLynn D. Reinhard, (2009), Do You Want To Play? How making sense of entertainment innovations relates to engaging with media products, Transforming Audiences 2, London, United Kingdom

CarrieLynn D. Reinhard, (2009), Vil du spille med? Do you want to play?, Forsknings- og Innovationsstyrelsen, Copenhagen, Denmark

Dina Friis Toft, (2009), Viral marketing- making the right connections, Cyberspace_Maps Networks Topologies, Sandbjerg, Denmark

Dina Friis Toft, (2009), Gaps between styles of knowing and writing, Cyberspace_Maps Networks Topologies, Sandbjerg, Denmark

Dina Friis Toft, (2009), The proverbial armchair, Virtual Worlds Workshop, Roskilde University Denmark

Dina Friis Toft, (2009, Questioning “the audience” implications in digitally mediated settings, Transforming Audiences Conference, Westminster University, UK

Dina Friis Toft: Vira – en effektiv marketingsstrategi. Erhvervsakademiet, Randers, september 2009

Dina Friis Toft: Users as a resource, 4S, Washington DC, november 2009.

Louise Jane Phillips, (2008), Producing, negotiating and sharing knowledges about virtual worlds – discursive constructions of Second Life, European Communication and Education Association (ECREA) Conference, Barcelona, Spain

Sisse Siggaard Jensen, (2008), Meaningful Places? A case-study of user-driven innovation in a Danish Second Life project: the Library Hangouts, The AoIR Conference 9.0: Rethinking Community, Rethinking Place, Copenhagen, Denmark

Sisse Siggaard Jensen, (2008), Co-design and cacophony – Case studies of the Library Hangouts and the Metanomics Second Life projects, European Communication Conference, Barcelona, Spain

Louise Jane Phillips, (2008), Producing, negotiating and sharing knowledge about virtual worlds: discursive constructions of Second Life.
Paper for panel on virtual worlds at Conference “Creating Second Lives”, Bangor University, 23-25 October.

Research reports

Lisbeth Frølunde, Bjørn-Tore Flåten, (2011), Selection of best entrepreneurship practices in relation to the emerging 3D internet, Nordic VW Network Project 09045,

Working papers

CarrieLynn D. Reinhard, (2010), Innovation in practice and dialogue – Innovation Lab as Case Study

CarrieLynn D. Reinhard, (2009), If one is sexy, two is even sexier: Dialogue with slashers on identity and the internet.

CarrieLynn D. Reinhard, (2009), Hypersexualism in video games as determinant or deterrent of game play – Do men want them and do women want to be them?

CarrieLynn D. Reinhard, Brenda Dervin, (2009), Situational and gender comparisons of digital game players’ preferences for game features and gratifications

Louise Jane Phillips, (2009), Analysing and applying the concept of “dialogue”

Dixi Louise Strand, (2009), Metaverse U 2.0 Conference Notes, Stanford University, CA, May 29 – 30, 2009

CarrieLynn D. Reinhard, (2009), Ghost Whisperer’s Ghost in the Machine: An example of pop cultural representation of virtual worlds

Remzi Ates Gürsimsek, (2009), The Story of Metrotopia: Notes from the Design Process of a Virtual City

Simon Heilesen, (2008), Case-beskrivelse – Info Island DK

Sisse Siggaard Jensen, (2008), Everyday Life, Events, and Places in Second Life: Forty Tableaux – Participant observation 2006-2008

Video, sound and other material

Louise Jane Phillips, (2010), VWs Podcasts, Roskilde University
Analysing the tensions in collaborative research
Methods for data analysis: an integral framework
A study of the co-production of knowledges

ECREA 2010 Panel: Making Sense of Virtual Worlds as Sites of Innovation in Communication, The Metaphors of Virtual Worlds –
How People Make Sense of Virtual Worlds Via the Physical World

Sisse Siggaard Jensen ECREA conference presentation 2010, What Do Avatars Do to Their Actors?

Professor Jeffrey Schnapp, Stanford University, Workshop at Roskilde University 2010, Animating the Archive 1

Associate director Henrik Bennetsen, Workshop at Roskilde University 2010, Animating the Archive 2

Sisse Siggaard Jensen (ed.), Photograph Collection from International Workshop Magleås 2010, Virtual Worlds Research Project

Independent Consultant John Lester, VW workshop, June 2010, Magleaas, Knowing When to Let Go – The Mind, the Metaverse, and Metaphor

Professor Jay David Bolter, School of Literature, Communication and Culture, Georgia Institute of Technology, VW workshop, June 2010, Magleaas,  Mobile Augmented Reality and the Future of Virtual Worlds

Visiting Professor Mia Consalvo, MIT, VW workshop, June 2010, Magleaas,  When casual became hardcore, and social went asynchronous – exploring the changing landscape of virtual worlds and online games

Co-director Jeremy Hunsinger, Center for Digital Discourse and Culture, VirginiaTech, VW workshop, June 2010, Magleaas Frames and Fields – An overview of the field and the Im/possibilities of innovation

Workshop presentation by Post Doc CarrieLynn D. Reinhard, Roskilde University Virtual Worlds from the Other Side of the World: The hybrid virtual worlds of Singapore

2010 ICA Panel on Method/ologies for Studying Virtual Worlds Dmitri Williams (University of Southern California), Mikala Hansbøl (Danish School of Education), Caroline Ho (National Institute of Education, Singapore), and CarrieLynn D. Reinhard (VWRG, Roskile University)

Ursula Plesner, 2010, International Communication Association conference, Singapore Information vs. Immersion

CarrieLynn D. Reinhard, 2010, International Communication Association conference, Singapore Structuring virtual places as interactive television spaces

Guest lecture by Professor Edward Castronova at Copenhagen Business School 2010, On Magic and Money – The Growing Economic Importance of Virtual Worlds

Sisse Siggaard Jensen, (2009), Non-users of Digital Communication, interview with Prof. Maren Hartmann, Universität der Künste, Berlin, Gesellschafts- und Wirtschaftskommunikation.

Sisse Siggaard Jensen, (2009), Cyberflaneur and You, interview with Prof. Maren Hartmann, Universität der Künste, Berlin, Gesellschafts- und Wirtschaftskommunikation

Sisse Siggaard Jensen, (2009), The Networks to Come, interview with Prof. Maren Hartmann, Universität der Künste, Berlin, Gesellschafts- und Wirtschaftskommunikation

Sisse Siggaard Jensen ed. (2009), The Research Lab of Metrotopia – City of Heroes and Heroines, Research Island Denmark, Second Life, design and construction

Sisse Siggaard Jensen, (2008), Metanomics and constructive cacophony in Second Life, Interviews (1-3) with Prof. Robert Bloomfield

Sisse Siggaard Jensen, (2009), Designing for Research Labs in Virtual Worlds Inauguration Professor of Digital Communication

Sisse Siggaard Jensen and Ates Gürsimsek, (2009), Workshop on design and communication in Virtual Worlds, Communication Studies, Roskilde University

CarrieLynn D. Reinhard, (2009), Media Reception Experiments, Roskilde University

Sisse Siggaard Jensen, (2009) Metrotopia as a Laboratory, Roskilde University

Ates Gürsimsek, (2009), Design of Metrotopia I, Roskilde University

Ates Gürsimsek, (2009), Design of Metrotopia II, Roskilde University

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