Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents
Autor: | Katie Salen-Tekinbas, Krithika Jagannath, Yao Du, Thomas D. Grace |
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Jazyk: | angličtina |
Rok vydání: | 2021 |
Předmět: |
Technology
Coronavirus disease 2019 (COVID-19) Computer Networks and Communications Distancing Science Control (management) Internet privacy Neuroscience (miscellaneous) 050801 communication & media studies Metaverse 0508 media and communications Social skills online multiplayer games medicine 0501 psychology and cognitive sciences Critical design Social isolation business.industry communication 05 social sciences ComputingMilieux_PERSONALCOMPUTING Computer Science Applications Human-Computer Interaction virtual worlds children and adolescents parental mediation and control medicine.symptom Psychology business Positive Youth Development 050104 developmental & child psychology |
Zdroj: | Multimodal Technologies and Interaction, Vol 5, Iss 27, p 27 (2021) Multimodal Technologies and Interaction Volume 5 Issue 5 |
ISSN: | 2414-4088 |
Popis: | Technology plays an essential role in shaping youth’s communication and social interactions in online multiplayer games. Due to physical distancing restrictions during the COVID-19 global pandemic, online multiplayer games like Minecraft and Roblox are well-positioned to amplify healthy communication/social connections and mitigate the impact of social isolation. Research so far has been focused on how these gaming environments support youth development from the perspectives of individual stakeholders (e.g., caregivers, educators, designers, and developers). However, features of these games, such as communication and parental controls, are often misaligned with the ways in which children develop communication and social skills. Using a series of case studies of popular virtual worlds and online games, this paper provides an analysis of critical design features that serve youth throughout different stages of childhood and early adolescence. We offer three main contributions: (a) a comparison matrix of similarities and differences in communication and control features between platforms (b) an evaluation of design features in selected virtual world platforms that promote safe and positive social interactions and (c) a method for cross-platform comparison aimed at helping researchers, designers, and practitioners examine specific dimensions of social communication and play experience in virtual worlds. |
Databáze: | OpenAIRE |
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