TY - GEN
T1 - Mining for social skills
T2 - 50th Annual Hawaii International Conference on System Sciences, HICSS 2017
AU - Zolyomi, Annuska
AU - Schmalz, Marc
N1 - Publisher Copyright:
© 2017 Proceedings of the Annual Hawaii International Conference on System Sciences. All rights reserved.
PY - 2017
Y1 - 2017
N2 - The Minecraft game platform has widespread popularity among children, including neurodiverse children with Autism Spectrum Disorder and Attention-Deficit Disorder. A critical area of therapeutic focus for neurodiverse children is social learning to enhance their social connections. We conducted exploratory research to better understand the role of Minecraft in the lives of neurodiverse youth, from the perceptive of parents and clinics servicing this population. Via interviews and a focus group, we inquired into the perceptions and goals of clinics that have incorporated Minecraft into their services and parents of participating youth. Our findings are rich descriptions of the current social lives and gaming practices of neurodiverse children. Although parents and clinicians observe positive social interactions through Minecraft, parents grapple with their goals of supporting their children's social lives and their reservations regarding online gaming communities. Parents and therapists desire more connections between virtual and face-to-face social relationships. Our findings point to the opportunity for clinicians, parents, and technology designers to facilitate social learning in online environments such as Minecraft due to its affordances to facilitate cooperation, modeling, joint attention, and performance in a safe, compelling environment.
AB - The Minecraft game platform has widespread popularity among children, including neurodiverse children with Autism Spectrum Disorder and Attention-Deficit Disorder. A critical area of therapeutic focus for neurodiverse children is social learning to enhance their social connections. We conducted exploratory research to better understand the role of Minecraft in the lives of neurodiverse youth, from the perceptive of parents and clinics servicing this population. Via interviews and a focus group, we inquired into the perceptions and goals of clinics that have incorporated Minecraft into their services and parents of participating youth. Our findings are rich descriptions of the current social lives and gaming practices of neurodiverse children. Although parents and clinicians observe positive social interactions through Minecraft, parents grapple with their goals of supporting their children's social lives and their reservations regarding online gaming communities. Parents and therapists desire more connections between virtual and face-to-face social relationships. Our findings point to the opportunity for clinicians, parents, and technology designers to facilitate social learning in online environments such as Minecraft due to its affordances to facilitate cooperation, modeling, joint attention, and performance in a safe, compelling environment.
UR - http://www.scopus.com/inward/record.url?scp=85025140694&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85025140694
T3 - Proceedings of the Annual Hawaii International Conference on System Sciences
SP - 3391
EP - 3400
BT - Proceedings of the 50th Annual Hawaii International Conference on System Sciences, HICSS 2017
A2 - Bui, Tung X.
A2 - Sprague, Ralph
PB - IEEE Computer Society
Y2 - 3 January 2017 through 7 January 2017
ER -