@swampavenue07
Profile
Registered: 2 years, 9 months ago
Despite Their Popularity Among Youth (ages 6 - 14) This dissertation endeavors to deeply understand the features of Minecraft servers explicitly created for youth via three research using mixed strategies research. Human-Laptop Interplay (HCI) analysis reveals that sandbox-style virtual world games like Minecraft function as interest-pushed spaces the place youth can discover their artistic pursuits, construct technical experience, and form social connections with peers and near-friends. Regardless of their reputation among youth (ages 6 - 14), we all know little about the social and technological features of "in-the-wild" Minecraft servers that current themselves as "child-friendly" or "family-pleasant." The goals of this work are three-fold:1. To investigate the rhetoric of kid-/family-friendliness and the socio-technical mechanisms of such servers (Research I: 60 servers), 2. To grasp the lived experiences of server workers who reasonable on such servers (Research II: 8 youth and 22 moderators), and 3. To explore a design paradigm for technological mechanisms that leverage the strengths of a child-/household-pleasant server neighborhood while also supporting moderators' practices (Study III) I draw from interdisciplinary theories and structure this dissertation round two fundamental arguments about child-/family-friendly Minecraft server ecosystems. First, I argue that they're instantiations of play-based mostly affinity networks created by adults that promote alternatives for youth to explore their pursuits and social connections. Second, I argue that the social and technological mechanisms mirrored in the server guidelines and moderators' practices are characteristic of servers that self-describe as kid-/family-pleasant. Examine I contributes a taxonomy for understanding server rules and an empirical characterization of three server genres - child-/household-pleasant (n1 = 19); normal-family-pleasant (n2 = 20); and general (n3 = 20) in Minecraft. Study II reveals moderators' motivations and socio-technical practices in kid-/household-pleasant servers. The findings present that adult moderators encourage youth-led artistic roleplays, help the interests of young players (e.g., Hogwarts virtual world, digital Delight Day celebrations, and so on.), and supply mentorship to youth moderators on their servers. Examine III theorizes the potential for automated prosocial instruments in play-based mostly areas through a Discord Bot known as "UCIProsocialBot" within OhanaCraft, one in every of the child-/household-pleasant server communities. Together, these findings present a set of social and technological features that will substantiate a mannequin for designing kid-/family-friendly on-line playgrounds. This work theorizes that kid-/family-friendly servers can actualize optimistic youth improvement when their self-narratives, social practices, and technological mechanisms are aligned with adolescent developmental wants. pessoa
Website: https://www.easyfie.com/read-blog/1440202
Forums
Topics Started: 0
Replies Created: 0
Forum Role: Participant