Multimodal Technol. Interact.
2021
,
5
, 27
17 of 22
preferences but equal desire to stay connected online through play. In the case of
Autcraft
,
we learned that, as youth migrate from offline/physical to online play, online VWs such
as
Minecraft
have empowered neurodiverse players with access to play in a safe server
such as
Autcraft
that is initiated and moderated by parents and peers. These youth may be
typically learning in a special education classroom and have challenges socializing through
traditional face-to-face interactions. They also lack communities to stay connected with
and opportunities to play with other neurodiverse peers outside traditional educational
environments such as classrooms. When youth embrace play on virtual playgrounds,
they also need to learn community rules and regulations which are not different from
physical playgrounds [
82
,
84
]. As these neurodiverse children used online communities
such as
Autcraft
to continue learning social communication, these youth also redefined
their conceptualization of socialization through alternative virtual environments [
84
–
86
].
Neurodiverse youth have to rely on parents to complete an application in order to join
the
Autcraft
server, yet such a dedicated server offers parents the peace of mind that this
is an inclusive virtual play environment specifically created to connect a community of
neurodiverse children. As represented in Figure
5
, the open-to-play nature of the sandbox
game
Minecraft
enabled players from the
Autcraft
server to play with other players by
building color particles in 3D shapes to reinforce a social rule of physical distancing. This
example indicates that once a community is built for neurodiverse children, with a greater
level of collaboration and facilitation, supporting peers and adult stakeholders (e.g., parents
and teachers) can create an inclusive play environment free of bullying and harassment.
VW developers and designers should implement equitable practices and consider the
adult–child interaction when designing inclusive and prosocial activities online [
110
,
111
].
It is important to acknowledge that youth are vulnerable to toxic and negative social
interaction online, and therefore technologies and researchers need to carefully ensure a
platform’s safety and security against toxic behaviors. A recent study conducted at primary
schools in Australia and Uruguay, Pangrazio & Gaibisso [
112
] examined the digital practice
of social media apps among 276 pre-teens aged 7–12 years and found that many students
socialize on game apps such as
Roblox, Minecraft,
and
Fortnite.
As the boundaries between
games and social networks become blurry and more game creations and interactions are
being shared through various virtual platforms such as YouTube and Twitter [
84
], youth
need to be educated about the increased degree of freedom to connect with others in a
setting with increased risks for a cyberattack, not only from within the gaming platforms
themselves. Gratian et al. [
113
] conducted a corpus-based analysis of 2910 tweets of
user-reported cyber victimization and found that
Roblox
was reported to have the highest
incidence of content related to account victimization compared to other gaming platforms.
Roblox
gamers were desperate to recover their accounts, and many users reached out to
Roblox
game moderators and developers for help. Some users even shared both usernames
and passwords publicly on
Twitter
to seek help for account recovery. These issues reveal
the critical need to educate and support youth’s online play in a non-toxic and safe VW
community.
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