TY - JOUR
T1 - Designing for Youth-Centered Moderation and Community Governance in Minecraft
AU - Tekinbaş, Katie Salen
AU - Jagannath, Krithika
AU - Lyngs, Ulrik
AU - Slovák, Petr
N1 - Publisher Copyright:
© 2021 ACM.
Copyright:
Copyright 2021 Elsevier B.V., All rights reserved.
PY - 2021/10
Y1 - 2021/10
N2 - 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.
AB - 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.
KW - community governance
KW - community moderation and management
KW - conflict resolution
KW - minecraft
KW - multiplayer online games
KW - Online Governance
KW - positive youth development
KW - prosocial
KW - rules and community behavior
KW - social and emotional learning
KW - social competence
UR - http://www.scopus.com/inward/record.url?scp=85112866356&partnerID=8YFLogxK
U2 - 10.1145/3450290
DO - 10.1145/3450290
M3 - Review article
AN - SCOPUS:85112866356
SN - 1073-0516
VL - 28
JO - ACM Transactions on Computer-Human Interaction
JF - ACM Transactions on Computer-Human Interaction
IS - 4
M1 - 24
ER -