《我的世界》中以青年为中心的节制和社区治理设计

Katie Salen Tekinbas, Krithika Jagannath, Ulrik Lyngs, P. Slovák
{"title":"《我的世界》中以青年为中心的节制和社区治理设计","authors":"Katie Salen Tekinbas, Krithika Jagannath, Ulrik Lyngs, P. Slovák","doi":"10.1145/3450290","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":322583,"journal":{"name":"ACM Transactions on Computer-Human Interaction (TOCHI)","volume":"373 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Designing for Youth-Centered Moderation and Community Governance in Minecraft\",\"authors\":\"Katie Salen Tekinbas, Krithika Jagannath, Ulrik Lyngs, P. Slovák\",\"doi\":\"10.1145/3450290\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":322583,\"journal\":{\"name\":\"ACM Transactions on Computer-Human Interaction (TOCHI)\",\"volume\":\"373 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-07-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Transactions on Computer-Human Interaction (TOCHI)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3450290\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Computer-Human Interaction (TOCHI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3450290","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

摘要

网络环境被认为是年轻人发展社交、情感和技术技能的可行场所,这些技能可以积极地塑造他们的网络行为。然而,在理解在线治理结构如何支持(或阻碍)这种学习方面,很少有人做过工作。使用混合方法研究,我们报告了一项对8-13岁儿童在自定义多人Minecraft服务器上进行的为期2年的野外研究结果。这项由两部分组成的研究侧重于设计以青年为中心的社区治理模式,该模式借鉴了预防和学习科学中基于证据的线下实践。初步结果表明,一系列社会技术设计方法可以塑造玩家行为,同时也支持年轻人对类似《我的世界》的在线环境产生兴趣。更广泛地说,这些发现表明了年轻人拥有和控制塑造其在线社区文化和氛围机制的能力的另一种观点:管理玩家行为,同时挑战成年人控制和监督青少年活动的现行规范。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing for Youth-Centered Moderation and Community Governance in Minecraft
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信