Digital Library Keyword Archives
- Proceedings of DiGRA23
Minecraft
- 3 articles or papers
“Sometimes I Like Killing as a Treat”: Children’s Transgressive Play in Minecraft
Mavoa Jane Gibbs Martin Nansen Bjorn
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Children’s play in digital spaces is often discussed in popular discourse and in academia in terms of what kind of effect it may be having on children. One area of concern is the relationship between ‘violent videogames’ and real-world violence. However, little is known about how children actually play in digitally mediated play spaces including Minecraft which offers sandbox style free-play and does not necessarily involve any prescribed violence. We have collected recordings of 6-8-year-old children’s leisure time Minecraft play and used a taxonomic system of play types to describe the range of play observed. Some observed play did not fit neatly into any of the play types. In this paper we describe one such instance of play which involved unprovoked violence and draw on a range of literature in the process of conceptualizing this play as Transgressive. This paper provides much needed knowledge of children’s Minecraft play as it occurs in situ.
Multimodal analysis of using video game Minecraft to study BA construction in Chinese
Dong Jin
2019 DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
“We Don’t Sell Blocks” Exploring Minecraft’s Commissioning Market
Koutsouras Panagiotis Martindale Sarah Crabtree Andy
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG
In recent years, we have experienced the proliferation of videogames that have, as their main mode of play, the creation of in-game content. Even though existing literature has looked into various characteristics of these games, one of their aspects that warrants further exploration is the monetisation practices that can emerge in their context. Through our ongoing ethnographic study, we became aware of a vivid commissioning market in Minecraft’s creative community. Our findings point out the 3 main actors that constitute this market: the clients, who own Minecraft servers; the contractors, who handle the clients’ orders of Minecraft maps; and the builders, who are responsible for the creation of said maps. Furthermore, our work has revealed that the commodity at play is not the in-game content, as one would expect, but the service of creating this content. These findings suggest that commissioning in Minecraft – a well-organised process, initiated and sustained solely by the members of the game’s community – plays a crucial role in the game’s current structure. Moreover, they challenge the belief that content generation in gaming settings is free-labour that is exploited by the developers of those games.