Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3643834.3660678acmconferencesArticle/Chapter ViewAbstractPublication PagesdisConference Proceedingsconference-collections
research-article

The Ecology of Harmful Design: Risk and Safety of Game Making on a Metaverse Platform

Published: 01 July 2024 Publication History

Abstract

Metaverse platforms have been on the rise in recent years, offering three-dimensional (3D), immersive virtual worlds while encouraging user-generated content (UGC) in various forms. Roblox, a popular metaverse platform, enables its users to create a holistic virtual world (i.e., develop a 3D game) for other users to interact with. However, complex UGC is also challenging to moderate. Roblox has been notorious for its users’ harmful designs, such as Nazi or terrorist role-playing mechanisms. In this study, we explore how harmful design takes place on Roblox. Through a grounded theory analysis of the ‘r/Robloxgamedev’ subreddit, we conceptualize an ecological view of harmful design, foregrounding three interconnected circumstances, namely sociotechnical risks, socioeconomic precarities, and normative (in)sensitivities, which work together to condition and give rise to harmful designs and bring about unique governance challenges to metaverse platforms. We conclude by laying out implications for design moderation.

References

[1]
Crystal Abidin. 2016. “Aren't These Just Young, Rich Women Doing Vain Things Online?”: Influencer Selfies as Subversive Frivolity. Social Media + Society 2, 2 (April 2016). https://doi.org/10.1177/2056305116641342
[2]
Wan Noor Hamiza Wan Ali, Masnizah Mohd, and Fariza Fauzi. 2019. Cyberbullying Detection: An Overview. Proceedings of the 2018 Cyber Resilience Conference, CRC 2018 (January 2019). https://doi.org/10.1109/CR.2018.8626869
[3]
Lauren Arnett, Robert Netzorg, Augustin Chaintreau, and Eugene Wu. Cross-platform Interactions and Popularity in the Live-streaming Community. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, ACM. https://doi.org/10.1145/3290607.3312900
[4]
Peter Ayton and Ilan Fischer. 2004. The hot hand fallacy and the gambler's fallacy: Two faces of subjective randomness? Memory & Cognition 32, 8 (December 2004), 1369–1378. https://doi.org/10.3758/BF03206327
[5]
Shaowen Bardzell and Kalpana Shankar. 2007. Video game technologies and virtual design: A study of virtual design teams in a metaverse. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4563 LNCS, (2007), 607–616. https://doi.org/10.1007/978-3-540-73335-5_65/COVER
[6]
Ross Bonifacio, Lee Hair, and Donghee Yvette Wohn. 2021. Beyond fans: The relational labor and communication practices of creators on Patreon. New Media & Society (August 2021), 14614448211027961. https://doi.org/10.1177/14614448211027961
[7]
Russell Brandom. 2021. Roblox is struggling to moderate re-creations of mass shootings. The Verge. Retrieved June 20, 2023 from https://www.theverge.com/2021/8/17/22628624/roblox-moderation-trust-and-safety-terrorist-content-christchurch
[8]
Amy Bruckman. 2002. Studying the amateur artist: A perspective on disguising data collected in human subjects research on the Internet. Ethics and Information Technology 4, 3 (2002), 217–231.
[9]
Noelene Callaghan. 2016. Investigating the role of Minecraft in educational learning environments. Educational Media International 53, 4 (October 2016), 244–260. https://doi.org/10.1080/09523987.2016.1254877
[10]
Robyn Caplan and Tarleton Gillespie. 2020. Tiered Governance and Demonetization: The Shifting Terms of Labor and Compensation in the Platform Economy. Social Media + Society 6, 2 (April 2020), 205630512093663. https://doi.org/10.1177/2056305120936636
[11]
Kathy Charmaz. 2006. Constructing grounded theory: a practical guide through qualitative analysis. Sage Publications.
[12]
Tom Cole and Marco Gillies. 2022. More than a bit of coding: (un-)Grounded (non-)Theory in HCI. Conference on Human Factors in Computing Systems - Proceedings (April 2022). https://doi.org/10.1145/3491101.3516392
[13]
Juliet M. Corbin and Anselm L. Strauss. 2015. Basics of qualitative research: techniques and procedures for developing grounded theory (4th. ed.). SAGE Publications, Inc.
[14]
Stuart Cunningham and David Randolph Craig. 2019. Social media entertainment: the new intersection of Hollywood and Silicon Valley. NYU Press.
[15]
Majid Dadgar and K. D. Joshi. 2018. The Role of Information and Communication Technology in Self-Management of Chronic Diseases: An Empirical Investigation through Value Sensitive Design. Journal of the Association for Information Systems 19, 2 (February 2018). Retrieved from https://aisel.aisnet.org/jais/vol19/iss2/2
[16]
Thomas Davidson, Dana Warmsley, Michael Macy, and Ingmar Weber. 2017. Automated Hate Speech Detection and the Problem of Offensive Language. Proceedings of the International AAAI Conference on Web and Social Media 11, 1 (May 2017), 512–515. https://doi.org/10.1609/ICWSM.V11I1.14955
[17]
Brian Dean. 2023. Roblox User and Growth Stats 2023. Backlinko. Retrieved June 20, 2023 from https://backlinko.com/roblox-users
[18]
Christy Dena. 2008. Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games - Christy Dena, 2008. Convergence: The International Journal of Research into New Media Technologies 14, 1 (2008). Retrieved June 20, 2023 from https://journals.sagepub.com/doi/pdf/10.1177/1354856507084418
[19]
John David N. Dionisio, William G. Burns, and Richard Gilbert. 2013. 3D Virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR) 45, 3 (July 2013). https://doi.org/10.1145/2480741.2480751
[20]
Stuart Dredge. 2019. All you need to know about Roblox. The Observer. Retrieved June 20, 2023 from https://www.theguardian.com/games/2019/sep/28/roblox-guide-children-gaming-platform-developer-minecraft-fortnite
[21]
Brooke Erin Duffy, Annika Pinch, Shruti Sannon, and Megan Sawey. 2021. The Nested Precarities of Creative Labor on Social Media. Social Media + Society 7, 2 (June 2021). https://doi.org/10.1177/20563051211021368
[22]
Brooke Erin Duffy, Urszula Pruchniewska, and Leah Scolere. 2017. Platform-Specific Self-Branding: Imagined Affordances of the Social Media Ecology. In Proceedings of the 8th International Conference on Social Media & Society (#SMSociety17), July 28, 2017. Association for Computing Machinery, New York, NY, USA, 1–9. https://doi.org/10.1145/3097286.3097291
[23]
Sean C. Duncan. 2010. Gamers as Designers: A Framework for Investigating Design in Gaming Affinity Spaces. E-Learning and Digital Media 7, 1 (January 2010), 21–34. https://doi.org/10.2304/ELEA.2010.7.1.21
[24]
Elizabeth Dwoskin, Tory Newmyer, and Shibani Mahtani. 2021. The case against Mark Zuckerberg: Insiders say Facebook's CEO chose growth over safety. Washington Post. Retrieved June 22, 2023 from https://www.washingtonpost.com/technology/2021/10/25/mark-zuckerberg-facebook-whistleblower/
[25]
E&T Editorial Staff. 2022. Children likely to spend 10 years of their lives in VR metaverse, study suggests. Engineering and Technology. Retrieved June 20, 2023 from https://eandt.theiet.org/content/articles/2022/04/children-likely-to-spend-10-years-of-their-lives-in-vr-metaverse-study-suggests/
[26]
Mary Flanagan, Daniel C. Howe, and Helen Nissenbaum. 2005. Values at Play: Design Tradeoffs in Socially-Oriented Game Design. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2005). https://doi.org/10.1145/1054972
[27]
Mary Flanagan and Helen Nissenbaum. 2007. A game design methodology to incorporate social activist themes. In Proceedings of the SIGCHI conference on Human factors in computing systems - CHI ’07, April 2007. ACM Press, 181. https://doi.org/10.1145/1240624.1240654
[28]
ParentsTogether Foundation. 2021. Warning for Parents: Kids spending thousands of dollars on “free” Roblox game. ParentsTogether. Retrieved June 20, 2023 from https://parents-together.org/warning-for-parents-kids-spending-thousands-of-dollars-on-free-roblox-game/
[29]
Guo Freeman, Jeffrey Bardzell, Shaowen Bardzell, and Nathan McNeese. 2020. Mitigating Exploitation: Indie Game Developers’ Reconfigurations of Labor in Technology. Proceedings of the ACM on Human-Computer Interaction 4, CSCW1 (May 2020), 23. https://doi.org/10.1145/3392864
[30]
Guo Freeman, Nathan McNeese, Jeffrey Bardzell, and Shaowen Bardzell. 2020. “Pro-Amateur”-Driven Technological Innovation: Participation and Challenges in Indie Game Development. Proceedings of the ACM on Human-Computer Interaction 4, GROUP (January 2020). https://doi.org/10.1145/3375184
[31]
Guo Freeman and Nathan J. McNeese. 2021. A Tale of Creativity and Struggles: Team Practices for Bottom-Up Innovation in Virtual Game Jams. Proceedings of the ACM on Human-Computer Interaction 5, CSCW1 (April 2021). https://doi.org/10.1145/3449150
[32]
Guo Freeman, Samaneh Zamanifard, Divine Maloney, and Dane Acena. 2022. Disturbing the Peace: Experiencing and Mitigating Emerging Harassment in Social Virtual Reality. Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (April 2022). https://doi.org/10.1145/3512932
[33]
Batya Friedman. 1996. Value-sensitive design. interactions 3, 6 (December 1996), 16–23. https://doi.org/10.1145/242485.242493
[34]
Batya Friedman, Peter H. Kahn Jr, and Alan Borning. 2002. Value Sensitive Design: Theory and Methods. University of Washington.
[35]
Batya Friedman, Peter H. Kahn, Alan Borning, and Alina Huldtgren. 2013. Value Sensitive Design and Information Systems. Philosophy of Engineering and Technology 16, (2013), 55–95. https://doi.org/10.1007/978-94-007-7844-3_4/FIGURES/5
[36]
Batya Friedman and Helen Nissenbaum. 1996. Bias in computer systems. ACM Transactions on Information Systems 14, 3 (July 1996), 330–347. https://doi.org/10.1145/230538.230561
[37]
Tarleton Gillespie. 2018. Custodians of the internet: platforms, content moderation, and the hidden decisions that shape social media. Yale University Press.
[38]
Tarleton Gillespie. 2020. Content moderation, AI, and the question of scale. Big Data & Society 7, 2 (August 2020). https://doi.org/10.1177/2053951720943234
[39]
Barney G. Glaser and Anselm L. Strauss. 2009. The Discovery of Grounded Theory: Strategies for Qualitative Research. Transaction Publishers.
[40]
Zoë Glatt. 2022. “We're All Told Not to Put Our Eggs in One Basket”: Uncertainty, Precarity and Cross-Platform Labor in the Online Video Influencer Industry. International Journal of Communication 16, 0 (August 2022), 19.
[41]
Sara M. Grimes. 2015. Little Big Scene. Cultural Studies 29, 3 (May 2015), 379–400. https://doi.org/10.1080/09502386.2014.937944
[42]
James Grimmelmann. 2015. The Virtues of Moderation. Yale Journal of Law and Technology 17, (2015).
[43]
Khe Foon Hew and Wing Sum Cheung. 2010. Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology 41, 1 (January 2010), 33–55. https://doi.org/10.1111/J.1467-8535.2008.00900.X
[44]
Renyi Hong. 2013. Game Modding, Prosumerism and Neoliberal Labor Practices. International Journal of Communication 7, 0 (April 2013), 19.
[45]
Renyi Hong and Vivian Hsueh-Hua Chen. 2013. Becoming an ideal co-creator: Web materiality and intensive laboring practices in game modding. New Media & Society 16, 2 (2013). https://doi.org/10.1177/1461444813480095
[46]
Oliver Ibert, Anna Oechslen, Alica Repenning, and Suntje Schmidt. 2022. Platform ecology: A user-centric and relational conceptualization of online platforms. Global Networks 22, 3 (July 2022), 564–579. https://doi.org/10.1111/GLOB.12355
[47]
Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J Robison, and Margaret Weigel. 2009. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. The MacArthur Foundation.
[48]
Trevor Laurence Jockims. 2022. Meta is opening its first store as VR headsets inch closer to mainstream reality. CNBC. Retrieved June 20, 2023 from https://www.cnbc.com/2022/05/08/meta-is-opening-a-store-as-vr-headset-sales-make-play-for-mainstream.html
[49]
Thierry Karsenti and Julien Bugmann. 2018. The Educational Impacts of Minecraft on Elementary School Students. In Research on e-Learning and ICT in Education: Technological, Pedagogical and Instructional Perspectives, Tassos Anastasios Mikropoulos (ed.). Springer International Publishing, Cham, 197–212. https://doi.org/10.1007/978-3-319-95059-4_12
[50]
Sean Keach. 2018. Roblox kids’ game is a haven for twisted Jihadi, Nazi and KKK racist roleplay. The Sun. Retrieved June 20, 2023 from https://www.thesun.co.uk/tech/6710158/roblox-game-racist-jihad-nazi-kkk-racism-twin-towers-children/
[51]
Olga Kharif. Kids Flock to Roblox for Parties and Playdates During Lockdown - Bloomberg. Bloomberg. Retrieved June 20, 2023 from https://www.bloomberg.com/news/articles/2020-04-15/kids-flock-to-roblox-for-parties-and-playdates-during-lockdown#xj4y7vzkg
[52]
Erin Klawitter and Eszter Hargittai. 2018. “It's Like Learning a Whole Other Language": The Role of Algorithmic Skills in the Curation of Creative Goods. International Journal of Communication 12, 0 (September 2018), 21.
[53]
Lawrence Kohlberg and Richard H. Hersh. 1977. Moral development: A review of the theory. Theory Into Practice 16, 2 (April 1977), 53–59. https://doi.org/10.1080/00405847709542675
[54]
Susanne Kopf. 2020. “Rewarding Good Creators”: Corporate Social Media Discourse on Monetization Schemes for Content Creators. Social Media + Society 6, 4 (October 2020), 2056305120969877. https://doi.org/10.1177/2056305120969877
[55]
Susanne Kopf. 2022. Corporate censorship online: Vagueness and discursive imprecision in YouTube's advertiser-friendly content guidelines. New Media & Society (February 2022), 14614448221077354. https://doi.org/10.1177/14614448221077354
[56]
Yubo Kou and Xinning Gui. 2023. Harmful Design in the Metaverse and How to Mitigate it: A Case Study of User-Generated Virtual Worlds on Roblox. In Proceedings of the 2023 ACM Designing Interactive Systems Conference (DIS ’23), July 10, 2023. Association for Computing Machinery, New York, NY, USA, 175–188. https://doi.org/10.1145/3563657.3595960
[57]
Yong Ming Kow and Bonnie Nardi. 2010. Who owns the Mods? First Monday 15, 5 (2010).
[58]
Klaus Krippendorff. 1980. Content analysis: an introduction to its methodology. SAGE Publications.
[59]
Julian Kücklich. 2005. Precarious Playbour: Modders and the Digital Games Industry. The Fibreculture Journal 05 (2005).
[60]
Stuart Lauchlan. 2022. Game on! Microsoft's near $70 billion gambit on the metaverse. diginomica. Retrieved June 20, 2023 from https://diginomica.com/game-microsofts-near-70-billion-gambit-metaverse
[61]
Lingyuan Li, Guo Freeman, and Nathan J. McNeese. 2022. Channeling End-User Creativity: Leveraging Live Streaming for Distributed Collaboration in Indie Game Development. Proc. ACM Hum.-Comput. Interact. 6, CSCW2 (November 2022), 282:1-282:28. https://doi.org/10.1145/3555173
[62]
Kevin Liu. 2019. A Global Analysis into Loot Boxes: Is It Virtually Gambling. Washington International Law Journal 28, 3 (2019), 763–800.
[63]
Jonas Löwgren. 2013. Annotated portfolios and other forms of intermediate-level knowledge. interactions 20, 1 (January 2013), 30. https://doi.org/10.1145/2405716.2405725
[64]
Renkai Ma, Xinning Gui, and Yubo Kou. 2023. Multi-Platform Content Creation: The Configuration of Creator Ecology through Platform Prioritization, Content Synchronization, and Audience Management. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023. ACM Press. https://doi.org/10.1145/3544548.3581106
[65]
Renkai Ma and Yubo Kou. 2021. “How advertiser-friendly is my video?”: YouTuber's Socioeconomic Interactions with Algorithmic Content Moderation. Proceedings of the ACM on Human-Computer Interaction (2021). https://doi.org/10.1145/3479573
[66]
Renkai Ma and Yubo Kou. 2022. “I'm not sure what difference is between their content and mine, other than the person itself”: A Study of Fairness Perception of Content Moderation on YouTube. Proceedings of the ACM on Human-Computer Interaction (2022). https://doi.org/10.1145/3555150
[67]
Vittorio Marone. 2015. From Discussion Forum to Discursive Studio: Learning and Creativity in Design-Oriented Affinity Spaces. Games and Culture 10, 1 (January 2015), 81–105. https://doi.org/10.1177/1555412014557328
[68]
Cecile Meier, Jose Saorín, Alejandro Bonnet de León, and Alberto Guerrero Cobos. 2020. Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage. International Journal of Emerging Technologies in Learning (iJET) 15, 20 (October 2020), 268–280.
[69]
Kishan Mistry. 2018. P(L)aying to Win: Loot Boxes, Microtransaction Monetization, and a Proposal for Self-Regulation in the Video Game Industry. Rutgers University Law Review 71, (2018).
[70]
Nicholas John Munn. 2011. The reality of friendship within immersive virtual worlds. Ethics and Information Technology 2011 14:1 14, 1 (May 2011), 1–10. https://doi.org/10.1007/S10676-011-9274-6
[71]
Kizashi Nakano, Daichi Horita, Naoya Isoyama, Hideaki Uchiyama, and Kiyoshi Kiyokawa. 2022. Ukemochi: A Video See-through Food Overlay System for Eating Experience in the Metaverse. Conference on Human Factors in Computing Systems - Proceedings (April 2022). https://doi.org/10.1145/3491101.3519779
[72]
Jakob Nielsen. 2005. Ten usability heuristics. Retrieved from https://www.nngroup.com/articles/ten-usability-heuristics/
[73]
Mark E. Nissen and Richard D. Bergin. 2013. Knowledge Work Through Social Media Applications: Team Performance Implications of Immersive Virtual Worlds. Journal of Organizational Computing and Electronic Commerce 23, 1–2 (January 2013), 84–109. https://doi.org/10.1080/10919392.2013.748612
[74]
Chikashi Nobata, Joel Tetreault, Achint Thomas, Yashar Mehdad, and Yi Chang. 2016. Abusive language detection in online user content. 25th International World Wide Web Conference, WWW 2016 (2016), 145–153. https://doi.org/10.1145/2872427.2883062
[75]
Malcolm Owen. 2023. Family hit with $3,100 bill after kid goes on Roblox spending spree. AppleInsider. Retrieved June 20, 2023 from https://appleinsider.com/articles/23/05/22/family-hit-with-3100-app-store-bill-after-kid-goes-on-roblox-spending-spree
[76]
Simon Parkin. 2022. The trouble with Roblox, the video game empire built on child labour. The Guardian. Retrieved June 20, 2023 from https://www.theguardian.com/games/2022/jan/09/the-trouble-with-roblox-the-video-game-empire-built-on-child-labour
[77]
Monisha Pasupathi and Cecilia Wainryb. 2019. When I hurt others, and when I get hurt: Integrating victim and perpetrator experiences of harm into a sense of moral agency. Social Development 28, 4 (November 2019), 820–834. https://doi.org/10.1111/SODE.12334
[78]
Nathaniel Poor. 2014. Computer game modders’ motivations and sense of community: A mixed-methods approach. New Media & Society 16, 8 (December 2014), 1249–1267. https://doi.org/10.1177/1461444813504266
[79]
Felix Pope. 2022. Children's game Roblox features Nazi death camps and Holocaust imagery. The Jewish Chronicle. Retrieved June 20, 2023 from https://www.thejc.com/news/news/the-nazi-death-camp-found-in-a-game-for-children-128DrQ3MoW1jzQa17oym2S
[80]
Lev Poretski and Ofer Arazy. 2017. Placing Value on Community Co-creations: A Study of a Video Game “Modding” Community. In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing (CSCW ’17), February 25, 2017. Association for Computing Machinery, New York, NY, USA, 480–491. https://doi.org/10.1145/2998181.2998301
[81]
Hector Postigo. 2010. Modding to the big leagues: Exploring the space between modders and the game industry. First Monday 15, 5 (2010). https://doi.org/10.5210/fm.v15i5.2972
[82]
Emily Price. 2023. Parents File Another Class-Action Lawsuit Against Roblox. PCMAG. Retrieved May 4, 2024 from https://www.pcmag.com/news/parents-file-another-class-action-lawsuit-against-roblox
[83]
Amanda Reaume. 2022. How Does Roblox Make Money? Seeking Alpha. Retrieved June 20, 2023 from https://seekingalpha.com/article/4486523-how-does-roblox-make-money, https://seekingalpha.com/article/4486523-how-does-roblox-make-money
[84]
Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L.L. Cullen, and Gillian R. Hayes. 2017. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In Proceedings of the 2017 Conference on Interaction Design and Children (IDC ’17), June 27, 2017. ACM Press, New York, NY, USA, 340–345. https://doi.org/10.1145/3078072.3079749
[85]
Roblox. 2018. Roblox Emerges as a Top Online Entertainment Platform for Kids and Teens in 2017. Roblox. Retrieved June 20, 2023 from https://corporate.roblox.com/2018/03/roblox-emerges-top-online-entertainment-platform-kids-teens-2017/
[86]
Roblox. 2022. A YEAR ON ROBLOX: 2021 IN DATA. Roblox Blog. Retrieved June 20, 2023 from http://https%253A%252F%252Fblog.roblox.com%252F2022%252F01%252Fyear-roblox-2021-data%252F
[87]
Roblox. 2023. Group Collaboration. Roblox Creator Hub. Retrieved June 20, 2023 from https://create.roblox.com/docs
[88]
Roblox. 2023. Marketplace Fees and Commissions. Roblox Creator Hub. Retrieved June 20, 2023 from https://create.roblox.com/docs
[89]
Roblox. 2023. Promotion. Roblox Creator Hub. Retrieved June 20, 2023 from https://create.roblox.com/docs
[90]
Roblox. 2023. Safety Features: Chat, Privacy & Filtering. Roblox Support. Retrieved June 20, 2023 from https://en.help.roblox.com/hc/en-us/articles/203313120-Safety-Features-Chat-Privacy-Filtering
[91]
Roblox. Luau. Roblox Creator Hub. Retrieved June 20, 2023 from https://create.roblox.com/docs
[92]
Roblox. Earning on Roblox. Roblox Creator Hub. Retrieved June 20, 2023 from https://create.roblox.com/docs
[93]
Joel Ross, Oliver Holmes, and Bill Tomlinson. 2012. Playing with Genre: User-Generated Game Design in LittleBigPlanet 2. UC Irvine.
[94]
Dongwan Ryu and Jiwon Jeong. 2019. Two Faces of Today's Learners: Multiple Identity Formation. Journal of Educational Computing Research 57, 6 (October 2019), 1351–1375. https://doi.org/10.1177/0735633118791830
[95]
Walt Scacchi. 2010. Computer game mods, modders, modding, and the mod scene. First Monday 15, 5 (2010). https://doi.org/10.5210/fm.v15i5.2965
[96]
Walt Scacchi. 2011. Modding as an Open Source Approach to Extending Computer Game Systems. In Open Source Systems: Grounding Research (IFIP Advances in Information and Communication Technology), 2011. Springer, Berlin, Heidelberg, 62–74. https://doi.org/10.1007/978-3-642-24418-6_5
[97]
Olli Sotamaa. 2007. On modder labour, commodification of play, and mod competitions. First Monday 12, 9 (September 2007). https://doi.org/10.5210/fm.v12i9.2006
[98]
Shree Durga Subramanian. 2012. Moving past “hello world”: Learning to mod in an online affinity space. University of Wisconsin - Madison.
[99]
Philipp Sykownik, Divine Maloney, Guo Freeman, and Maic Masuch. 2022. Something Personal from the Metaverse: Goals, Topics, and Contextual Factors of Self-Disclosure in Commercial Social VR. Conference on Human Factors in Computing Systems - Proceedings (April 2022), 17. https://doi.org/10.1145/3491102.3502008
[100]
Sean Targett, Victoria Verlysdonk, Howard J. Hamilton, and Daryl Hepting. 2012. A Study of User Interface Modifications in World of Warcraft. Game Studies (2012).
[101]
Sarah-Kristin Thiel and Peter Lyle. 2019. Malleable Games - A Literature Review on Communities of Game Modders. In Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities (C&T ’19), June 03, 2019. ACM Press, New York, NY, USA, 198–209. https://doi.org/10.1145/3328320.3328393
[102]
Maarten Van Mechelen, Gökçe Elif Baykal, Christian Dindler, Eva Eriksson, and Ole Sejer Iversen. 2020. 18 Years of ethics in child-computer interaction research. In Proceedings of the Interaction Design and Children Conference, 2020. . https://doi.org/10.1145/3392063.3394407
[103]
Maja van der Velden. 2009. Design for a common world: On ethical agency and cognitive justice. Ethics and Information Technology 11, 1 (December 2009), 37–47. https://doi.org/10.1007/S10676-008-9178-2/METRICS
[104]
VentureBeat. 2020. Roblox believes user-generated content will bring us the Metaverse. VentureBeat. Retrieved June 20, 2023 from https://venturebeat.com/business/roblox-believes-user-generated-content-will-bring-us-the-metaverse/
[105]
Ryan Wallace. 2014. Modding: Amateur Authorship and How the Video Game Industry is Actually Getting It Right. BYU Law Review 2014, 1 (January 2014), 219–255.
[106]
Christopher James Young. 2018. Game Changers: Everyday Gamemakers and the Development of the Video Game Industry. University of Toronto.
[107]
Peter Zackariasson and Timothy Wilson. The Video Game Industry: Formation, Present State, and Future. Routledge & CRC Press.

Cited By

View all
  • (2024)"Parent seeking Roblox Safety Help": Comparing Parental Roblox Concerns to Roblox Offerings2024 IEEE International Symposium on Technology and Society (ISTAS)10.1109/ISTAS61960.2024.10732489(1-9)Online publication date: 18-Sep-2024

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems Conference
July 2024
3616 pages
ISBN:9798400705830
DOI:10.1145/3643834
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].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 July 2024

Permissions

Request permissions for this article.

Check for updates

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

DIS '24
Sponsor:
DIS '24: Designing Interactive Systems Conference
July 1 - 5, 2024
Copenhagen, Denmark

Acceptance Rates

Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)246
  • Downloads (Last 6 weeks)40
Reflects downloads up to 27 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)"Parent seeking Roblox Safety Help": Comparing Parental Roblox Concerns to Roblox Offerings2024 IEEE International Symposium on Technology and Society (ISTAS)10.1109/ISTAS61960.2024.10732489(1-9)Online publication date: 18-Sep-2024

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media