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Making "Safe": Community-Centered Practices in a Virtual World Dedicated to Children with Autism

Published:28 February 2015Publication History

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.

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    • Published in

      cover image ACM Conferences
      CSCW '15: Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing
      February 2015
      1956 pages
      ISBN:9781450329224
      DOI:10.1145/2675133

      Copyright © 2015 ACM

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      Publication History

      • Published: 28 February 2015

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