This paper accounts for some system features of a Norwegian virtual world, Patagonia, which is part of the 3D Render Ware based ActiveWorlds. It is argued that these features constitute a semiotic resource in interplay with language. The paper suggests visual semiotics as an additional framework to discourse studies of computer-mediated communication. Case studies of system features and praxis among experienced users reveal a complex spectrum of semiotic modes in use in Patagonia. Different communication modes are visually represented by a color system.
Nonverbal communication is enabled.
In closing, the paper stipulates some ethical and methodological issues. Inc. All rights reserved.