Designing For Youth-Centered Moderation And Community Governance In Minecraft

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Online settings have been steered as viable websites for youth to develop social, emotional, and technical abilities that may positively form their conduct on-line. Nevertheless, little work has been done to understand how on-line governance structures would possibly help (or hinder) such studying. Using combined-methods research, we report findings from a 2-year, in-the-wild study of 8-13 year olds on a customized multiplayer Minecraft server. The two-half examine focuses on the design of youth-centered fashions of community governance drawn from evidence-primarily based offline practices in the prevention and learning sciences. Minecraft servers Preliminary results level to a set of socio-technical design approaches shaping player behavior whereas also supporting youth curiosity in Minecraft-like on-line environments. More broadly, the findings counsel another vision of youth’s capacity for ownership and management of mechanisms shaping the culture and local weather of their on-line communities: managing player habits while difficult present norms round grownup management and surveillance of youth activity.

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