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"(We) Can Talk It Out...": Designing for Promoting Conflict-Resolution Skills in Youth on a Moderated Minecraft Server

Published: 29 May 2020 Publication History

Abstract

Online multiplayer games like Minecraft, gaining increasing popularity among present-day youth, include rich contexts for social interactions but are also rife with interpersonal conflict among players. Research shows that a variety of socio-technical mechanisms (e.g., server rules, chat filters, use of in-game controls to ban players, etc.) aim to limit and/or eliminate social conflict in games like Minecraft. However, avoiding social conflict need not necessarily always be a useful approach. Broadly defined in CSCW literature as a phenomenon that may arise even amidst mutual cooperation, social conflict can yield positive outcomes depending on how it is managed (e.g., [Easterbrook et al.,1993]). In fact, the aforementioned approaches to avoid conflict may not be helpful as they do not help youth understand how to address similar interpersonal differences that may occur in other social settings. Furthermore, prior research has established the value of developing conflict-resolution skills during early adolescence within safe settings, such as school/after-school wellness and prevention interventions (e.g.,[Shure, 1982], [Aber et al., 1998]), for later success in any given interpersonal relationship. While games like Minecraft offer authentic contexts for encountering social conflict, little work thus far has explored how to help youth develop conflict-resolution skills by design interventions within online interest-driven settings. Drawing from prior literature in CSCW, youth wellness and prevention programs, we translated offline evidence-based strategies into the design of an online, after-school program that was run within a moderated Minecraft server. The online program, titled Survival Lab, was designed to promote problem-solving and conflict-resolution skills in youth (ages 8-14 years). We conducted a field study for six months (30 youth participants, four college-age moderators, and one high-school volunteer aged 15 years) using in-game observations and digital trace ethnographic approaches. Our study data reveals that participating youth created community norms and developed insightful solutions to conflicts in Survival Lab. Our research offers three key takeaways. Firstly, online social games like Minecraft lend themselves as feasible settings for the translation of offline evidence-based design strategies in promoting the development of conflict-resolution and other social competencies among youth. Secondly, the design features that support structured and unstructured play while enabling freedom of choice for youth to engage as teams and/or individuals are viable for collective or community-level outcomes. Third and finally, moderators, as caring adults and near-peer mentors, play a vital role in facilitating the development of conflict-resolution skills and interest-driven learning among youth. We discuss the implications of our research for translating offline design to online play-based settings as sites and conclude with recommendations for future work.

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  1. "(We) Can Talk It Out...": Designing for Promoting Conflict-Resolution Skills in Youth on a Moderated Minecraft Server

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      cover image Proceedings of the ACM on Human-Computer Interaction
      Proceedings of the ACM on Human-Computer Interaction  Volume 4, Issue CSCW1
      CSCW
      May 2020
      1285 pages
      EISSN:2573-0142
      DOI:10.1145/3403424
      Issue’s Table of Contents
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      Published: 29 May 2020
      Online AM: 07 May 2020
      Published in PACMHCI Volume 4, Issue CSCW1

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      1. conflict resolution skills
      2. design-led research
      3. minecraft
      4. moderators
      5. near-peer mentors
      6. online community
      7. problem-solving
      8. trace ethnography
      9. youth

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      • (2023)Consequences and Risks of Introducing Information Technology Into the Daily Social Reality of YouthBulletin of Science and Practice10.33619/2414-2948/96/449:11(335-354)Online publication date: 15-Nov-2023
      • (2023)Therapeutically applied Minecraft groups with neurodivergent youthF1000Research10.12688/f1000research.129090.212(216)Online publication date: 20-Nov-2023
      • (2022)Thread With Caution: Proactively Helping Users Assess and Deescalate Tension in Their Online DiscussionsProceedings of the ACM on Human-Computer Interaction10.1145/35556036:CSCW2(1-37)Online publication date: 11-Nov-2022
      • (2022)Proactive Moderation of Online Discussions: Existing Practices and the Potential for Algorithmic SupportProceedings of the ACM on Human-Computer Interaction10.1145/35550956:CSCW2(1-27)Online publication date: 11-Nov-2022
      • (2022)Beyond Just Rules: Server Rules for Shaping Positive Experiences in an Online Play Community for YouthProceedings of the ACM on Human-Computer Interaction10.1145/35494856:CHI PLAY(1-28)Online publication date: 31-Oct-2022
      • (2022)Fostering CommunicationProceedings of the ACM on Human-Computer Interaction10.1145/34928346:GROUP(1-23)Online publication date: 14-Jan-2022
      • (2020)Effects of Game-Based Teaching on Students’ Conceptual Understanding2020 6th International Conference on Education and Technology (ICET)10.1109/ICET51153.2020.9276603(177-181)Online publication date: 17-Oct-2020

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