DESPITE THEIR RECOGNITION AMONGST YOUTH (AGES 6 - 14)


This dissertation endeavors to deeply perceive the options of Minecraft servers explicitly created for youth by three research utilizing blended strategies research. Minecraft-server-list Human-Computer Interplay (HCI) research reveals that sandbox-model virtual world games like Minecraft operate as interest-driven areas where youth can discover their inventive interests, construct technical expertise, and type social connections with peers and near-friends. Despite their reputation among youth (ages 6 - 14), we know little concerning the social and technological features of "in-the-wild" Minecraft servers that current themselves as "kid-pleasant" or "family-friendly." The aims of this work are three-fold:1. To analyze the rhetoric of child-/household-friendliness and the socio-technical mechanisms of such servers (Research I: 60 servers), 2. To know the lived experiences of server workers who moderate on such servers (Examine II: 8 youth and 22 moderators), and 3. To discover a design paradigm for technological mechanisms that leverage the strengths of a kid-/household-pleasant server community while additionally supporting moderators' practices (Research III) I draw from interdisciplinary theories and construction this dissertation round two major arguments about child-/family-pleasant Minecraft server ecosystems. First, I argue that they're instantiations of play-based affinity networks created by adults that promote alternatives for youth to explore their interests and social connections. Second, I argue that the social and technological mechanisms mirrored in the server rules and moderators' practices are characteristic of servers that self-describe as child-/family-friendly. Study I contributes a taxonomy for understanding server rules and an empirical characterization of three server genres - child-/family-friendly (n1 = 19); normal-household-pleasant (n2 = 20); and common (n3 = 20) in Minecraft. Research II reveals moderators' motivations and socio-technical practices in kid-/household-pleasant servers. The findings present that grownup moderators encourage youth-led creative roleplays, help the interests of younger players (e.g., Hogwarts digital world, digital Pride Day celebrations, etc.), and provide mentorship to youth moderators on their servers. Examine III theorizes the potential for automated prosocial instruments in play-primarily based areas via a Discord Bot referred to as "UCIProsocialBot" within OhanaCraft, one in every of the child-/family-friendly server communities. Together, these findings present a set of social and technological options which will substantiate a model for designing kid-/family-friendly on-line playgrounds. This work theorizes that child-/family-pleasant servers can actualize constructive youth improvement when their self-narratives, social practices, and technological mechanisms are aligned with adolescent developmental wants.


Created: 24/06/2022 17:45:52
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