ABSTRACT
The use of online games and virtual worlds is becoming increasingly prominent, particularly in children and young adults. Parents have concerns about risks their children might encounter in these online spaces. Parents dynamically manage the boundaries between safe and unsafe spaces online through both explicit and implicit means. In this work, we use empirical data gathered from a digital ethnog-raphy of a Minecraft server, Autcraft, to explore how par-ents of children with autism continually create a "safe" virtual world through both implicit and explicit means. In par-ticular, we demonstrate how their actions in these spaces define and produce "safety," shedding light on our theoreti-cal understanding of child safety in online spaces.
- Altman, I. Privacy regulation: culturally universal or culturally specific? Journal of Social Issues 33, 3 (1977), 66--84.Google ScholarCross Ref
- American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders. 2013.Google ScholarCross Ref
- Anderson, C. IAN Research Report_ Bullying and Children with ASD _ Interactive Autism Network.pdf. Interactive Autism Network, 2012. http://www.iancommunity.org/cs/ian_research_reports/i an_research_report_bullying.Google Scholar
- Aponte, D.F.G. and Richards, D. Managing cyberbullying in online educational virtual worlds. ACM Press (2013), 1--9. Google ScholarDigital Library
- Bagatell, N. Orchestrating voices: autism, identity and the power of discourse. Disability & Society 22, 4 (2007), 413--426.Google ScholarCross Ref
- Boellstorff, T., Nardi, B., Pearce, C., and Taylor, T.L. Ethnography and Virtual Worlds: A Handbook of Method. Princeton University Press, 2012.Google ScholarCross Ref
- Boellstorff, T. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press, 2010. Google ScholarDigital Library
- Bowler, L., Mattern, E., and Knobel, C. Developing Design Interventions for Cyberbullying: A NarrativeBased Participatory Approach. iSchools (2014).Google Scholar
- boyd, danah and Hargittai, E. Connected and concerned: Variation in parents' online safety concerns. Policy & Internet 5, 3 (2013), 245--269.Google Scholar
- boyd, danah, Marwick, A., Aftab, P., and Koeltl, M. The Conundrum of Visibility: Youth safety and the Internet. Journal of Children and Media 3, 4 (2009), 410--419.Google Scholar
- boyd, danah. It's Complicated: the social lives of networked teens. Yale University Press, 2014. Google ScholarDigital Library
- Brown, B. and Bell, M. CSCW at play:-there-as a collaborative virtual environment. Proceedings of the 2004 ACM conference on Computer supported cooperative work, ACM (2004), 350--359. Google ScholarDigital Library
- Charmaz, K. Constructing Grounded Theory: A Practical Guide to Qualitative Analysis. Sage Publications Ltd, 2006.Google Scholar
- Chesney, T., Coyne, I., Logan, B., and Madden, N. Griefing in virtual worlds: causes, casualties and coping strategies. Information Systems Journal 19, 6 (2009), 525--548.Google ScholarCross Ref
- Collins, R.L., Wong, E.C., Cerully, J.L., Schultz, D., and Eberhart, N.K. Interventions to Reduce Mental Health Stigma and Discrimination. RAND Corporation, 2012.Google Scholar
- Diament, M. Kids With Autism Bullied Three Times More Disability Scoop.pdf. Disability Scoop, 2012. http://www.disabilityscoop.com/2012/03/26/kidsautism-bullied/15242/.Google Scholar
- Dombrowski, S.C., Gischlar, K.L., and Durst, T. Safeguarding young people from cyber pornography and cyber sexual predation: a major dilemma of the internet. Child Abuse Review 16, 3 (2007), 153--170.Google ScholarCross Ref
- Dourish, P. Introduction: The state of play. Computer Supported Cooperative Work (CSCW) 7, 1 (1998), 1--7. Google ScholarDigital Library
- Duncan, S.C. Minecraft, beyond construction and survival. Well Played: a journal on video games, value and meaning 1, 1 (2011), 1--22. Google ScholarDigital Library
- Foo, C.Y. and Koivisto, E.M. Defining grief play in MMORPGs: player and developer perceptions. Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, ACM (2004), 245--250. Google ScholarDigital Library
- Garvey, C. Some properties of social play. MerrillPalmer Quarterly of Behavior and Development, (1974), 163--180.Google Scholar
- Garvey, C. Play. Harvard University Press, Cambridge, MA, 1990.Google Scholar
- Geurts, H.M., Verté, S., Oosterlaan, J., Roeyers, H., and Sergeant, J.A. How specific are executive functioning deficits in attention deficit hyperactivity disorder and autism? Journal of child psychology and psychiatry 45, 4 (2004), 836--854.Google Scholar
- Hall, L., Jones, S., Paiva, A., and Aylett, R. FearNot!: providing children with strategies to cope with bullying. Proceedings of the 8th International Conference on Interaction Design and Children, ACM (2009), 276--277. Google ScholarDigital Library
- Irani, L.C., Hayes, G.R., and Dourish, P. Situated practices of looking: visual practice in an online world. Proceedings of the 2008 ACM conference on Computer supported cooperative work, ACM (2008), 187--196. Google ScholarDigital Library
- Jordan, R. Social Play and Autistic Spectrum Disorders: A Perspective on Theory, Implications and Educational Approaches. Autism 7, 4 (2003), 347--360.Google Scholar
- Kras, J.F. The "Ransom Notes" Affair: When the Neurodiversity Movement Came of Age. Disability Studies Quarterly 30, 1 (2010).Google Scholar
- Levy, N., Cortesi, S., Gasser, U., et al. Bullying in a Networked Era: A Literature Review. Kinder & Braver World Project: Research Series, (2012).Google ScholarCross Ref
- Livingstone, S., Haddon, L., Görzig, A., and Ólafsson, K. Risks and safety for children on the internet: the UK report. Politics 6, (2010), 1.Google Scholar
- Livingstone, S. and Palmer, T. Identifying vulnerable children online and what strategies can help them. (2012).Google Scholar
- Mankoff, J., Hayes, G.R., and Kasnitz, D. Disability studies as a source of critical inquiry for the field of assistive technology. Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility, (2010), 3--10. Google ScholarDigital Library
- Marsh, J. young children's play in online virtual worlds. Journal of Early Childhood Research 8, 1 (2010), 23--39.Google ScholarCross Ref
- Marwick, A. and boyd, danah. "It's just drama": teen perspectives on conflict and aggression in a networked era. Journal of Youth Studies, (2014), 1--18.Google Scholar
- Mishna, F., Saini, M., and Solomon, S. Ongoing and online: Children and youth's perceptions of cyber bullying. Children and Youth Services Review 31, 12 (2009), 1222--1228.Google ScholarCross Ref
- Mitchell, K., Finkelhor, D., and Wolak, J. Youth Internet Users at Risk for the Most Serious Online Sexual Solicitations. American Journal of Preventive Medicine 32, 6 (2007), 532--537.Google ScholarCross Ref
- Nardi, B. and Harris, J. Strangers and friends: Collaborative play in World of Warcraft. Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work, ACM (2006), 149--158. Google ScholarDigital Library
- Nardi, B. My Life as a Night Elf Priest An Anthropological Account of World of Warcraft. University of Michigan Press, 2010.Google ScholarCross Ref
- Newbutt, N. Representations of Self in Classroom Virtual Worlds: a case-study of pupils on the autism spectrum. (2012).Google Scholar
- Nicolopoulou, A. Play, Cogntivie Development, and the Social World: Piaget, Vygotsky, and Beyond. Human Development 36, 1 (1993), 1--23.Google ScholarCross Ref
- Palen, L. and Dourish, P. Unpacking privacy for a networked world. Proceedings of the SIGCHI conference on Human factors in computing systems, ACM (2003), 129--136. Google ScholarDigital Library
- Sofronoff, K., Attwood, T., Hinton, S., and Levin, I. A Randomized Controlled Trial of a Cognitive Behavioural Intervention for Anger Management in Children Diagnosed with Asperger Syndrome. Journal of Autism and Developmental Disorders 37, 7 (2007), 1203--1214.Google ScholarCross Ref
- Strain, P.S. and Schwartz, I. ABA and the Development of Meaningful Social Relations for Young Children with Autism. Focus on Autism and Other Developmental Disabilities 16, 2 (2001), 120--128.Google ScholarCross Ref
- Tartaro, A. and Cassell, J. Playing with virtual peers: bootstrapping contingent discourse in children with autism. Proceedings of the 8th international conference on International conference for the learning sciencesVolume 2, International Society of the Learning Sciences (2008), 382--389. Google ScholarDigital Library
- Thorp, D.M., Stahmer, A.C., and Schreibman, L. Effects of sociodramatic play training on children with autism. Journal of autism and developmental disorders 25, 3 (1995), 265--282.Google Scholar
- Vygotsky, L.S. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press, Cambridge, MA, 1978.Google Scholar
- Wolak, J., Mitchell, K., and Finkelhor, D. Unwanted and Wanted Exposure to Online Pornography in a National Sample of Youth Internet Users. PEDIATRICS 119, 2 (2007), 247--257.Google ScholarCross Ref
- Wolfberg, P., Bottema-Beutel, K., and DeWitt, M. Including Children with Autism in Social and Imaginary Play with Typical Peers. American Journal of Play 5, 1 (2012).Google Scholar
- Ybarra, M.L., Mitchell, K.J., Wolak, J., and Finkelhor, D. Examining Characteristics and Associated Distress Related to Internet Harassment: Findings From the Second Youth Internet Safety Survey. PEDIATRICS 118, 4 (2006), e1169--e1177.Google Scholar
- Your Kids are Being Trolled on Minecraft. Ruby Red Bricks, 2013. http://rubyredbricks.com/blog/2013/10/06/your-kidsare-being-trolled-on-minecraft/.Google Scholar
- What is Cyberbullying. stopbullying.gov. stopbullying.gov.Google Scholar
- Technology and Youth: Protecting your Child from Electronic Aggression. Centers for Disease Control and Prevention. www.cdc.gov.Google Scholar
- A Parent's Guide to Internet Safety. The FBI: Federal Bureau of Investigation. http://www.fbi.gov/statsservices/publications/parent-guide.Google Scholar
Index Terms
- Making "Safe": Community-Centered Practices in a Virtual World Dedicated to Children with Autism
Recommendations
MyCalendar: Fostering Communication for Children with Autism Spectrum Disorder through Photos and Videos
OzCHI '15: Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human InteractionThis paper presents MyCalendar; a visual calendar prototype App that was developed to support children with Autism Spectrum Disorder and language delays to communicate about their own activities and interests across the settings of home and school.
...
MyCalendar: supporting families to communicate with their child on the autism spectrum
OzCHI '16: Proceedings of the 28th Australian Conference on Computer-Human InteractionThis paper presents a study in which a mobile application, 'MyCalendar', was trialled with children on the autism spectrum and their families. In previous work, we described how the MyCalendar app supported communication across both home and school ...
Changing Family Practices with Assistive Technology: MOBERO Improves Morning and Bedtime Routines for Children with ADHD
CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing SystemsFamilies of children with Attention Deficit Hyperactivity Disorder (ADHD) often report morning and bedtime routines to be stressful and frustrating. Through a design process involving domain professionals and families we designed MOBERO, a smartphone-...
Comments