Online settings have been recommended as viable websites for youth to develop social, emotional, and technical expertise that may positively shape their conduct online. Nonetheless, little work has been performed to grasp how on-line governance constructions may support (or hinder) such studying. Using mixed-methods research, we report findings from a 2-year, in-the-wild research of 8-thirteen 12 months olds on a custom multiplayer Minecraft server.Minecraft crafting -part study focuses on the design of youth-centered models of group governance drawn from proof-based offline practices in the prevention and learning sciences. Preliminary results point to a set of socio-technical design approaches shaping participant conduct while also supporting youth curiosity in Minecraft-like on-line environments. More broadly, the findings counsel an alternative imaginative and prescient of youths capacity for ownership and control of mechanisms shaping the culture and climate of their online communities: managing participant behavior while challenging current norms around grownup control and surveillance of youth exercise.
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