@singerkitten04
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Despite Their Recognition Amongst Youth (ages 6 - 14) This dissertation endeavors to deeply perceive the features of Minecraft servers explicitly created for youth by means of three studies using mixed methods research. Human-Computer Interplay (HCI) research shows that sandbox-style virtual world video games like Minecraft operate as curiosity-driven spaces the place youth can discover their inventive interests, build technical expertise, and form social connections with friends and close to-peers. Regardless of their recognition amongst youth (ages 6 - 14), we know little in regards to the social and technological features of "in-the-wild" Minecraft servers that current themselves as "child-pleasant" or "household-pleasant." The aims of this work are three-fold:1. Minecraft servers To analyze the rhetoric of kid-/household-friendliness and the socio-technical mechanisms of such servers (Study I: 60 servers), 2. To understand the lived experiences of server workers who average on such servers (Examine II: Eight youth and 22 moderators), and 3. To discover a design paradigm for technological mechanisms that leverage the strengths of a kid-/family-friendly server group while additionally supporting moderators' practices (Examine III) I draw from interdisciplinary theories and construction this dissertation round two essential 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 discover their pursuits and social connections. Second, I argue that the social and technological mechanisms mirrored within the server rules and moderators' practices are characteristic of servers that self-describe as kid-/household-friendly. Examine I contributes a taxonomy for understanding server guidelines and an empirical characterization of three server genres - child-/family-pleasant (n1 = 19); common-family-pleasant (n2 = 20); and basic (n3 = 20) in Minecraft. Examine II reveals moderators' motivations and socio-technical practices in child-/household-friendly servers. The findings present that grownup moderators encourage youth-led inventive roleplays, support the interests of younger gamers (e.g., Hogwarts digital world, digital Pleasure Day celebrations, and so on.), and supply mentorship to youth moderators on their servers. Minecraft blog Study III theorizes the potential for automated prosocial instruments in play-based areas through a Discord Bot known as "UCIProsocialBot" inside OhanaCraft, one among the kid-/family-friendly server communities. Collectively, these findings present a set of social and technological features that may substantiate a model for designing kid-/household-friendly on-line playgrounds. This work theorizes that kid-/household-pleasant servers can actualize positive youth growth when their self-narratives, social practices, and technological mechanisms are aligned with adolescent developmental needs.
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