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Regardless Of Their Popularity Amongst Youth (ages 6 - 14)
This dissertation endeavors to deeply understand the features of Minecraft servers explicitly created for youth by means of three research utilizing mixed strategies research. Human-Laptop Interplay (HCI) analysis exhibits that sandbox-type digital world video games like Minecraft function as curiosity-driven spaces where youth can explore their artistic pursuits, construct technical experience, and form social connections with friends and near-friends. What about Despite their reputation among youth (ages 6 - 14), we know little in regards to the social and technological options of "in-the-wild" Minecraft servers that present themselves as "child-pleasant" or "family-friendly." The aims of this work are three-fold:1. To research the rhetoric of kid-/family-friendliness and the socio-technical mechanisms of such servers (Study I: 60 servers), 2. To understand the lived experiences of server staff who average on such servers (Examine II: Eight youth and 22 moderators), and 3. Raunge To discover a design paradigm for technological mechanisms that leverage the strengths of a kid-/family-friendly server neighborhood while also supporting moderators' practices (Research III) I draw from interdisciplinary theories and construction this dissertation round two main arguments about kid-/family-friendly Minecraft server ecosystems. First, I argue that they're instantiations of play-based affinity networks created by adults that promote alternatives for youth to discover their pursuits and social connections. Second, I argue that the social and technological mechanisms reflected in the server rules and moderators' practices are characteristic of servers that self-describe as child-/household-pleasant. Examine I contributes a taxonomy for understanding server rules and an empirical characterization of three server genres - child-/household-pleasant (n1 = 19); general-family-friendly (n2 = 20); and common (n3 = 20) in Minecraft. Examine II reveals moderators' motivations and socio-technical practices in child-/household-friendly servers. The findings show that grownup moderators encourage youth-led creative roleplays, help the interests of younger gamers (e.g., Hogwarts virtual world, digital Pride Day celebrations, and many others.), and offer mentorship to youth moderators on their servers. Examine III theorizes the potential for automated prosocial instruments in play-primarily based areas via a Discord Bot referred to as "UCIProsocialBot" inside OhanaCraft, certainly one of the kid-/family-friendly server communities. Together, these findings present a set of social and technological features that will substantiate a mannequin for designing kid-/household-friendly online playgrounds. This work theorizes that kid-/household-pleasant servers can actualize optimistic youth growth when their self-narratives, social practices, and technological mechanisms are aligned with adolescent developmental needs.

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