skip to main content
10.1145/3337722.3337766acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
research-article

"Do you work for aperture science?": researching and finding the gamer identity in a minecraft community for autistic children

Published:26 August 2019Publication History

ABSTRACT

Much of the scholarly work for and about individuals with disabilities focused on accessibility and on disability identity. In this ethnographic study of a Minecraft community for children and youth with autism, Autcraft, I analyze community members' intersecting identities of gamer and autistic. I also describe the role of gender-identity as it impacts how youth explore and express their other identities. This work shows that autistic is only one facet of the community members' lives and that they consider themselves gamers as part of their core identity. I discuss the similarities in mainstream discourse about autism and gaming and the importance of approaching marginalized gaming communities with an intersectional lens. The contribution of this work points to how these complicated, intersecting identities affect how we, as researchers, should approach gaming communities in future work.

References

  1. Meryl Alper. 2014. Digital Youth with Disabilities. MIT Press, Cambridge, MA.Google ScholarGoogle Scholar
  2. Meryl Alper. 2017. Giving Voice: Mobile Communication, Disability, and Inequality. MIT Press.Google ScholarGoogle ScholarCross RefCross Ref
  3. American Psychiatric Association. 2013. Diagnostic and Statistical Manual of Mental Disorders.Google ScholarGoogle Scholar
  4. Simon Baron-Cohen. 2002. The extreme male brain theory of autism. Trends in cognitive sciences 6, 6: 248--254.Google ScholarGoogle Scholar
  5. Anthony M. Bean, Rune K. L. Nielsen, Antonius J. van Rooij, and Christopher J. Ferguson. 2017. Video Game Addiction: The Push To Pathologize Video Games. Professional Psychology: Research and Practice.Google ScholarGoogle Scholar
  6. Tom Boellstorff, Bonnie Nardi, Celia Pearce, and T.L. Taylor. 2012. Ethnography and Virtual Worlds: A Handbook of Method. Princeton University Press.Google ScholarGoogle Scholar
  7. David Buckingham. 2008. Youth, identity, and digital media. the MIT Press.Google ScholarGoogle Scholar
  8. Anne Burke. 2013. Stardolls and the Virtual Playground: How Identity Construction Works in the New Digital Frontier. In Children's Virtual Play Worlds: Culture, Learning, and Participation, Anne Burke and Jackie Marsh (eds.). Peter Lang Publishing, Inc., New York, 38--58.Google ScholarGoogle Scholar
  9. Kathy Charmaz. 2006. Constructing Grounded Theory: A Practical Guide to Qualitative Analysis. Sage Publications Ltd.Google ScholarGoogle Scholar
  10. Shira Chess and Adrienne Shaw. 2015. A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity. Journal of Broadcasting & Electronic Media 59, 1: 208--220.Google ScholarGoogle ScholarCross RefCross Ref
  11. Peter J. Chung, Douglas L. Vanderbilt, and Neelkamal S. Soares. 2015. Social Behaviors and Active Videogame Play in Children with Autism Spectrum Disorder. Games for Health Journal: 150127063138006.Google ScholarGoogle Scholar
  12. Patricia Hill Collins. 2015. Intersectionality's Definitional Dilemmas. Annual Review of Sociology 41, 1: 1--20.Google ScholarGoogle ScholarCross RefCross Ref
  13. Mia Consalvo. 2007. Cheating: Gaining Advantages in Videogames. MIT Press, Cambridge, MA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Kimberle Crenshaw. 1991. Mapping the Margins: Intersectionality, Identity Politics, and Violence against Women of Color. Stanford Law Review 43, 6: 1241.Google ScholarGoogle ScholarCross RefCross Ref
  15. Joyce Davidson. 2007. 'In a World of her Own...': Representing alienation and emotion in the lives and writings of women with autism. Gender, Place & Culture 14, 6: 659--677.Google ScholarGoogle ScholarCross RefCross Ref
  16. Lennard J. Davis. 2013. Introduction: Normality, Power, and Culture. In The Disability Studies Reader (4th ed.), Lennard J. Davis (ed.). Taylor & Francis, 1--14.Google ScholarGoogle ScholarCross RefCross Ref
  17. Maeve Duggan. 2015. Gaming and Gamers. Pew Research Center.Google ScholarGoogle Scholar
  18. Sean C. Duncan. 2011. Minecraft, beyond construction and survival. Well Played: a journal on video games, value and meaning 1, 1: 1--22. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Christopher R. Engelhardt, Micah O. Mazurek, and Joseph Hilgard. 2017. Pathological game use in adults with and without Autism Spectrum Disorder. PeerJ 5: e3393.Google ScholarGoogle ScholarCross RefCross Ref
  20. Gary Alan Fine. 2002. Shared Fantasy: Role Playing Games as Social Worlds. University of Chicago Press.Google ScholarGoogle Scholar
  21. Theresa M. Fleming, Lynda Bavin, Karolina Stasiak, Eve Hermansson-Webb, Sally N. Merry, Colleen Cheek, Mathijs Lucassen, Ho Ming Lau, Britta Pollmuller, and Sarah Hetrick. 2017. Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in Psychiatry 7.Google ScholarGoogle Scholar
  22. Glenn T. Fujiura and Kiyoshi Yamaki. 2000. Trends in demography of childhood poverty and disability. Exceptional children 66, 2: 187--199.Google ScholarGoogle Scholar
  23. Rosemarie Garland-Thomson. 1997. Extraordinary Bodies: Figuring Physical Disability in American Culture and Literature. Columbia University Press, New York, N.Y.Google ScholarGoogle Scholar
  24. Judith Gould and Jacqui Ashton-Smith. 2011. Missed diagnosis or misdiagnosis? Girls and women on the autism spectrum. Good Autism Practice 12, 1: 34--41.Google ScholarGoogle Scholar
  25. C. Herodotou, M. Kambouri, and N. Winters. 2014. Dispelling the myth of the socio-emotionally dissatisfied gamer. Computers in Human Behavior 32: 23--31.Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Mizuko Ito. 2009. Engineering Play: A Cultural History of Children's Software. MIT Press, Cambridge, Mass. Retrieved March 13, 2014 from http://site.ebrary.com/id/10335354 Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Mizuko Itō, Sonja Baumer, Matteo Bittanti, boyd, danah, Rachel Cody, Becky Herr-Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martinez, C. J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, and Lisa Tripp. 2010. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. MIT Press, Cambridge, MA.Google ScholarGoogle Scholar
  28. Jordynn Jack. 2014. Autism and Gender: From Refrigerator Mothers to Computer Geeks. University of Illinois Press.Google ScholarGoogle Scholar
  29. Henry Jenkins and Kurt Squire. 2004. Harnessing the power of games in education. Insight 3, 1: 5--33.Google ScholarGoogle Scholar
  30. Daniel L. King, Paul H. Delfabbro, and Mark D. Griffiths. 2011. The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study. International Journal of Mental Health and Addiction 9, 3: 320--333.Google ScholarGoogle ScholarCross RefCross Ref
  31. Carly A. Kocurek. 2015. Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade. University of Minnesota Press, Minneapolis, Minnesota.Google ScholarGoogle Scholar
  32. Rachel Kowert and Julian A. Oldmeadow. 2013. (A)Social reputation: Exploring the relationship between online video game involvement and social competence. Computers in Human Behavior 29, 4: 1872--1878.Google ScholarGoogle ScholarCross RefCross Ref
  33. Jeroen S. Lemmens and Stefan J.F. Hendriks. 2016. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder. Cyberpsychology, Behavior, and Social Networking.Google ScholarGoogle Scholar
  34. Jane Mavoa, Marcus Carter, and Martin Gibbs. 2017. Beyond Addiction: Positive and Negative Parent Perceptions of Minecraft Play. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17, 171--181. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Frans Mäyrä. 2010. Gaming Culture at the Boundaries of Play. Game Studies 10, 1. Retrieved January 11, 2019 from http://gamestudies.org/1001/articles/mayraGoogle ScholarGoogle Scholar
  36. M. O. Mazurek and C. R. Engelhardt. 2013. Video Game Use in Boys With Autism Spectrum Disorder, ADHD, or Typical Development. PEDIATRICS 132, 2: 260--266.Google ScholarGoogle ScholarCross RefCross Ref
  37. Micah O. Mazurek and Christopher R. Engelhardt. 2013. Video game use and problem behaviors in boys with autism spectrum disorders. Research in Autism Spectrum Disorders 7, 2: 316--324.Google ScholarGoogle ScholarCross RefCross Ref
  38. Micah O. Mazurek and Colleen Wenstrup. 2013. Television, Video Game and Social Media Use Among Children with ASD and Typically Developing Siblings. Journal of Autism and Developmental Disorders 43, 6: 1258--1271.Google ScholarGoogle ScholarCross RefCross Ref
  39. Eva Mendes and Meredith R. Maroney. 2019. Gender Identity, Sexuality and Autism. Jessica Kingsley Publishers Ltd.Google ScholarGoogle Scholar
  40. Majia Holmer Nadesan. 2005. Constructing Autism: Unraveling the "truth" and understanding the social. Routledge, New York, N.Y.Google ScholarGoogle Scholar
  41. Neil Narine and Sara M. Grimes. 2009. The Turbulent Rise of the "Child Gamer": Public Fears and Corporate Promises in Cinematic and Promotional Depictions of Children's Digital Play. Communication, Culture & Critique 2, 3: 319--338.Google ScholarGoogle ScholarCross RefCross Ref
  42. Anthony J. Pellicone and June Ahn. 2017. The Game of Performing Play: Understanding Streaming as Cultural Production. 4863--4874. Google ScholarGoogle ScholarDigital LibraryDigital Library
  43. William R. Penuel and James V. Wertsch. 1995. Vygotsky and identity formation: A sociocultural approach. Educational Psychologist 30, 2: 83--92.Google ScholarGoogle ScholarCross RefCross Ref
  44. Markus "Notch" Persson. 2011. Minecraft. Mojang, Stockholm, Sweden.Google ScholarGoogle Scholar
  45. Kathryn E. Ringland. 2019. A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces. In CHI 2019. Google ScholarGoogle ScholarDigital LibraryDigital Library
  46. Kathryn E. Ringland. 2019. "Autsome": Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism. In iConference 2019 Proceedings.Google ScholarGoogle Scholar
  47. Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Kathryn E. Ringland, Christine T. Wolf, Lynn Dombrowski, and Gillian R. Hayes. 2015. Making "Safe": Community-Centered Practices in a Virtual World Dedicated to Children with Autism. In CSCW 2015. Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Kathryn E. Ringland, Christine T. Wolf, Heather Faucett, Lynn Dombrowski, and Gillian R. Hayes. 2016. "Will I always be not social?": Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism. In CHI 2016. Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. Kathryn E. Ringland, Rodrigo Zalapa, Megan Neal, Lizbeth Escobedo, Monica Tentori, and Gillian R. Hayes. 2014. SensoryPaint: A Multimodal Sensory Intervention for Children with Neurodevelopmental Disorders. In Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp '14), 873--884. Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Anastasia Salter and Bridget Blodgett. 2017. Toxic Geek Masculinity in Media: Sexism, Trolling, and Identity Policing. Palgrave Macmillan, Cham, Switzerland.Google ScholarGoogle Scholar
  52. Ari Schlesinger, W. Keith Edwards, and Rebecca E. Grinter. 2017. Intersectional HCI: Engaging Identity through Gender, Race, and Class. 5412--5427. Google ScholarGoogle ScholarDigital LibraryDigital Library
  53. A. Shaw. 2010. What Is Video Game Culture? Cultural Studies and Game Studies. Games and Culture 5, 4: 403--424.Google ScholarGoogle ScholarCross RefCross Ref
  54. Adrienne Shaw. 2015. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. University of Minnesota Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Cuihua Shen, Rabindra Ratan, Y. Dora Cai, and Alex Leavitt. 2016. Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games: DO MEN ADVANCE FASTER THAN WOMEN? Journal of Computer-Mediated Communication. Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. Steve Silberman. 2015. NeuroTribes: The Legacy of Autism and the Future of Neurodiversity. Avery.Google ScholarGoogle Scholar
  57. Kurt Squire. 2005. Changing the Game: What Happens when Video Games Enter the Classroom? Innovate: Journal of Online Education 1, 6.Google ScholarGoogle Scholar
  58. Constance Steinkuehler. 2010. Video Games and Digital Literacies. Journal of Adolescent & Adult Literacy 54, 1: 61--63.Google ScholarGoogle ScholarCross RefCross Ref
  59. Constance A. Steinkuehler. 2004. Learning in massively multiplayer online games. In Proceedings of the 6th international conference on Learning sciences, 521--528. Retrieved November 9, 2014 from http://dl.acm.org/citation.cfm?id=1149190 Google ScholarGoogle ScholarDigital LibraryDigital Library
  60. Karen Stendal. 2012. How do People with Disability Use and Experience Virtual Worlds and ICT: A Literature Review. Journal of Virtual World Research 5, 1.Google ScholarGoogle ScholarCross RefCross Ref
  61. Karen Stendal, Susan Balandin, and Judith Molka-Danielsen. 2011. Virtual worlds: A new opportunity for people with lifelong disability? Journal of Intellectual and Developmental Disability 36, 1: 80--83.Google ScholarGoogle ScholarCross RefCross Ref
  62. Kim Swift. 2007. Portal. Valve Corporation.Google ScholarGoogle Scholar
  63. T. L. Taylor. 2006. Play Between Worlds. MIT Press, Cambridge, MA.Google ScholarGoogle Scholar
  64. Sherry Turkle. 2012. Alone Together: Why We Expect More from Technology and Less from Each Other. Basic Books. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. "Do you work for aperture science?": researching and finding the gamer identity in a minecraft community for autistic children

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Other conferences
          FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
          August 2019
          822 pages
          ISBN:9781450372176
          DOI:10.1145/3337722

          Copyright © 2019 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 26 August 2019

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article

          Acceptance Rates

          FDG '19 Paper Acceptance Rate46of124submissions,37%Overall Acceptance Rate152of415submissions,37%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader