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Designing for Youth-Centered Moderation and Community Governance in Minecraft

机译:在MINECRAFT中为青少年适度和社区治理设计

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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.
机译:在线设置已被建议为青年的可行网站,以发展能够在网上积极塑造行为的社会,情感和技术技能。但是,已经完成了很少的工作来了解在线治理结构如何支持(或阻碍)这种学习。使用混合方法研究,我们从8-13岁的8-13岁的野外研究中报告了8-13岁的野外研究结果。两部分的研究侧重于从预防和学习科学的证据的离线实践中汲取的社区治理的青年中心模型的设计。初步结果指出了一套社会技术设计方法,塑造了播放器行为,同时也支持了像Minecraft的在线环境中的青年兴趣。更广泛地,调查结果表明青少年所有权能力和控制其在线社区文化和气候的机制的替代愿景:管理球员行为,同时挑战成人控制和对青年活动的监督。

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