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Designing for Youth-Centered Moderation and Community Governance in Minecraft

Online settings have been suggested as viable sites for youth to develop social, emotional, and technical skills that can positively shape their behavior online. However, little work has been done to understand how online governance structures might support (or hinder) such learning. Using mixed-met...

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Bibliographic Details
Published in:ACM transactions on computer-human interaction 2021-10, Vol.28 (4), p.1-41, Article 24
Main Authors: Tekinbaş, Katie Salen, Jagannath, Krithika, Lyngs, Ulrik, Slovák, Petr
Format: Article
Language:English
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Summary:Online settings have been suggested as viable sites for youth to develop social, emotional, and technical skills that can positively shape their behavior online. However, little work has been done to understand how online governance structures might support (or hinder) such learning. Using mixed-methods research, we report findings from a 2-year, in-the-wild study of 8–13 year olds on a custom multiplayer Minecraft server. The two-part study focuses on the design of youth-centered models of community governance drawn from evidence-based offline practices in the prevention and learning sciences. Preliminary results point to a set of socio-technical design approaches shaping player behavior while also supporting youth interest in Minecraft-like online environments. More broadly, the findings suggest an alternative vision of youth’s capacity for ownership and control of mechanisms shaping the culture and climate of their online communities: managing player behavior while challenging current norms around adult control and surveillance of youth activity.
ISSN:1073-0516
1557-7325
DOI:10.1145/3450290