Keywords:
virtual worlds; online multiplayer games; communication; children and adolescents;
parental mediation and control
1. Introduction
The COVID-19 pandemic has led to a surge of temporary closures in educational settings
and outdoor playgrounds, resulting in an increased number of youth transitioning from
in-person learning and play environments to online gaming platforms. Before the pandemic,
virtual worlds (VWs), such as
Poptropica
,
Whyville
,
Roblox
,
Minecraft
, and
Habbo Hotel
, have
been popular digital spaces that attract millions of youth to socialize and develop friendships
using creative and imaginative play [
1
–
6
]. Online VWs offer different types of collaborative
activities in which youth, including neurodiverse populations [
7
,
8
], can participate. Activities
include engaging with gameplay narratives to solve problems and challenges, forming teams
or “guilds” to collaborate and organize events, creating visual design such as making avatars
and decorating assets, practicing digital literacy skills such as coding and writing, and
developing scientific habits of mind through roleplay [
9
–
13
]. Playing in these online gaming
platforms also fosters a sense of belonging and supports friendship development, which is
essential for youth’s socio-emotional development.
In order to maximize the aforementioned play experiences, players need to commu-
nicate while collaborating and socializing. Communication and control tools in online
gaming platforms enable youth to not only participate in gameplay together but also
engage in social and distributed learning through a network of interconnected people [
14
].
These communication and controls are typically designed differently based on individual
platform features and available tools. For instance, communication tools may include
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both text- and voice-based communication (e.g., in-game chat and forums, third-party
servers such as Discord [
15
] for participating in other meta-gaming ecosystems beyond
the gaming platforms themselves [
16
,
17
]; control tools include parent dashboards and
customization features which determine specific content that could be enabled for young
players. Investigating the different types of communication and controls in digital games
can help researchers unpack the complexity of social interaction enabled by the game [
18
],
such as how players collaborate to solve quests, build and create structures and worlds
together, or compete against each other. Online virtual world platforms support rich mul-
timodal social interactions among players, including text-chat, voice-chat, and/or video
chat [
19
,
20
]. However, it remains uncertain how these platforms are being designed for
age-appropriate development. A systematic analysis of platform design features and the
various socio-behavioral outcomes associated with the platforms can help designers attend
to child players’ developmental needs and identify the features that promote prosocial
behaviors.
It is unclear how age-appropriate socio-technical design features (e.g., parental control,
communication moderation) are implemented for youth across different developmen-
tal stages [
19
,
21
]. Examining and evaluating different VW communication and control
features allows researchers to understand how to design age-appropriate and engaging
virtual learning spaces that minimize toxic communication and behaviors and promote
positive communication and social-emotional development [
18
,
22
–
25
]. In this paper, we
first evaluated platform information (e.g., player, developer, gameplay, communication and
moderation, social interaction, parental controls) across 22 popular VWs ranging from 1994
to 2020. Drawing on this 23-year evaluation and review of VW platforms for children from
pre-childhood (age five) to early adolescence/tweens (age 11 to 18), we then conducted
an in-depth feature analysis. The analysis focused on 10 core platforms and compared the
communication and control features that enable and/or restrict children’s social interac-
tion. Finally, we used three examples, namely
Whyville
,
Autcraft
, and
Roblox
, to illustrate
how multimodal communication and control features influence youth’s participation in
gameplay and freedom to connect and socialize in VWs.
1.1. A Developmental Lens to Understand Online Virtual Worlds
Investigating the design of communication and control tools of different online VWs
for children and adolescents is a complicated task. Children and adolescents need space to
develop social competence across various settings in their offline and online lives as they
prepare to become active, responsible participants in various communities [
26
,
27
]. VWs are
online platforms that have the potential to mediate and facilitate interactional opportunities
through which youth can learn social skills and develop social identities as they transition
through several developmental stages into adolescence [
4
,
28
]. Consequently, the design
of platform features needs to be aligned with various age-appropriate/developmentally
appropriate communication and social interaction related needs of adolescents.
Neuroscientists and social psychologists contend that social play, a critical activity
that facilitates social skills, is likely regulated and influenced by complex genetic mani-
festations, environmental experiences, and psychosocial milestones throughout human
development [
29
,
30
]. Some researchers further hypothesize that play can be influenced by
the social-emotional experiences specific to an individual’s learning, behavior, and devel-
opment of knowledge and skills [
31
]. Beals and Bers [
32
] describe six critical components
of virtual worlds: (1) purpose, (2) communication, (3) participation, (4) play, (5) artifacts,
and (6) rules, all of which are used differently across various stages of development for
young children (under five years old), children (between six and 10 years old), tweens
(10 to 12 years old), and teens (13 to 18 years old). Factors including player experience
and preferences, motivation for play, interpersonal understanding, and knowledge about
relationship building and friendship vary depending on the developmental phases from
childhood to adolescence [
33
–
35
]. For example, during social play, younger children are
driven by imaginative fantasy play and external rewards, whereas older children and
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adolescents are driven by competition and challenges [
36
]. While preschoolers establish
friendships and reciprocal exchanges, they may enjoy exchanges of concrete materials (e.g.,
gifts and rewards), whereas adolescents and adults emphasize mutual support, exchange of
confidences, and trust [
37
]. When considering communication within the game, pre-literate
preschoolers are unable to communicate via text-based communication channels and thus
require alternate means of communication (e.g., symbols, icons, spoken messages), whereas
older children can compose writings of extensive length on message boards and through
in-game mails within the game [
32
].
While domain-specific knowledge (e.g., computer or information technology literacy)
can be developed at any point in children’s lives, research strongly suggests that social and
emotional skills (e.g., the ability to emphasize and cooperate with other group members)
developed in the early stages of life can significantly determine their own well-being
later in life [
31
,
38
,
39
]. Research also suggests that games offer authentic opportunities for
developing social and emotional skills through role playing within game narratives and
social interactions [
40
–
43
]. In addition to designing gameplay mechanics, understanding
social development in youth players allows design practitioners to create platform features
that meet developmental needs. A thoughtfully designed environment gives youth freedom
to communicate and play at younger ages and supports the development and growth of
positive in-game relationships and the psychological well-being [
44
,
45
].
1.2. Multimodal Communication and Control Features
While online games designers often face challenges moderating toxic communications
and behaviors [
46
], there has been limited research examining the relationship between
communication channels, parent controls, and player’s social interaction. Reich et al. [
47
]
define the “technology of communication” as “ways for selecting, finding, playing, and
communicating with friends.” In VWs, there are different types (e.g., asynchronous and
synchronous) and modes (e.g., text-based, voice-based) of communication [
48
]. Mecha-
nisms that support in-game communication include private messaging and group chat,
whereas outside game communications can happen elsewhere on the internet via text-
based platforms (e.g., websites and blogs), as well as multimodal online communities (e.g.,
Discord and Instagram), where text, images, and videos are generated and exchanged
synchronously and/or asynchronously [
19
,
39
].
As youth develop adequate literacy skills to read and type, they transition from con-
trolled communication with restricted chat features (e.g., selecting platform-enabled bubble
chat rather than free text entry) to a spectrum of possibilities that involve multimodal
communication channels (e.g., text, images, emoji, and voice chat). Understanding these
platform features can help not only platform designers and developers who create these
communication and control systems, but also platform users (e.g., parents and teachers)
who manage these systems for young players to safely communicate and socialize online.
These communication features are critical design components as they may enable or re-
strict player communication. For example, Jiang et al. [
49
] interviewed moderators on
Discord
and found that, compared to text-based communications, moderating content and
interaction (e.g., rule-breaking behaviors) in voice-based online communities is especially
difficult. Voice-based communication is ephemeral unless specifically recorded by the
platform or users; moderating online voice chat can be difficult due to technical difficul-
ties in monitoring and filtering incidents of derision, harassment, and aggression during
verbal communication [
35
,
50
]. This prompts parents and other caring adults to take on a
restrictive approach to manage the communication and control systems on behalf of youth
to ensure online safety for the latter [
51
]. Furthermore, even text-based communication
platforms may not necessarily implement rigorous human moderators; instead, they tend
to rely on customized controls by adult caregivers who frequently select more restrictive
controls for younger players which may limit their online experience [
51
].
When children and adolescents engage in online play, toxic behaviors (e.g., online
harassment, cyberbullying, sexting) can emanate from not only in-game actions, but also
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from the communication between players within and outside of gameplay [
52
,
53
]. There is
a significant gap in research regarding how designers should balance the various degree of
communication control features for safety purposes while also creating avenues for parents
and other stakeholders to guide and support youth’s development and learning [
46
]. After
interviewing parents in 25 European countries and surveying more than 20,000 youth aged
9 to 16, Livingstone et al. [
54
] found that only about 25% of parents reported that they
blocked, filtered, and/or tracked websites visited by their child; one in eight parents do not
appear to provide any mediation of their children’s online activity. These multi-stakeholder
challenges reveal a critical need to investigate how in-game and communication activities
can be moderated, and toxic behaviors mitigated, through design interventions. Such
investigation is vital for preventing the hindrance of youth’s social-emotional development
and identifying and promoting essential scaffolding of their social experiences during
social interaction in VWs.
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