Designing for Youth-Centered Moderation and Community Governance in Minecraft

Katie Salen Tekinbaş, Krithika Jagannath, Ulrik Lyngs, Petr Slovák

Research output: Contribution to journalReview articlepeer-review

5 Citations (Scopus)

Abstract

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.

Original languageEnglish
Article number24
JournalACM Transactions on Computer-Human Interaction
Volume28
Issue number4
DOIs
Publication statusPublished - Oct 2021

Keywords

  • community governance
  • community moderation and management
  • conflict resolution
  • minecraft
  • multiplayer online games
  • Online Governance
  • positive youth development
  • prosocial
  • rules and community behavior
  • social and emotional learning
  • social competence

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