Tag: community (Page 1 of 2)

My Commitment to my Community in my Community-Based Research

Just over a week ago, I pulled out of a conference that I was meant to be presenting at this week. So, instead of having a jam-packed week full of presentations and research, I spent the time reflecting (and taking some extremely needed downtime). Now that I’ve taken that time, I wanted to reiterate my commitment to my community in my community-based research.

To be clear: My community in this discussion is BTS and ARMY. I can get a lot more detailed on what that means, but suffice to say this means the people in online and offline spaces who identify as OT7 ARMY. (Happy to talk with you more if you’re curious, just setting the stage for this blog.)

Some of this will be repeating this thread on Twitter and also this thread, but wanted to have one place where this was housed that I (and others) could reference. 

Why Me?

I am an academic (I received my PhD in 2018 and now work as a professor) and I study how people use technology in their everyday lives. My expertise is in social platforms and play. What this means is I study games and other social media, but I also keep tabs on other technology. 

I research communities and focus on how people interact with one another, how they make and keep relationships, and how the platforms they use help people support each other.

I also have a focus on disability and disability activism. I am myself disabled and use that as a lens to approach all of my work.

I work in communities I care about. I’ve written about this in other threads, but this work takes a lot of time/energy and very careful planning. I wouldn’t do this if I didn’t deeply care about this community.

As a disabled, neurodivergent scholar, I am very very aware of what it means to be othered and marginalized. With that experience, I try to bring compassion & understanding to everything that I do.

Why Research ARMY?

I have several reasons.

ARMY is amazing and the amount of work that happens in this community has already been noticed by outsiders. I hope to highlight some of this, as well as finding out how we can design technological platforms to better support ARMY activities.

I study play and care, which are both things that ARMY excel at. I want to help other people see and understand that about our community.

People are already researching ARMY, whether members of ARMY like it or not. I would love it if the people doing the research were actually ARMY, so they could better contextualize their findings. Worse are the people (who we’ve mostly seen in the form of journalists, but some researchers as well) who have a bias against ARMY and seek to prove it through their research. I do research to give a different perspective.

People are dismissive or ARMY. We know this. By having published research, I hope that we can have concrete things to point people to when they are like this. I have found with other groups I have done research with, that having the published research is a way to showing legitimacy in the face of critics.

What Now?

I am currently conducting my research in my day-to-day life as an ARMY. What does this mean? I spend a lot of time observing what goes on around me and reflecting on it. I write a lot. Most of my writing goes unread by everyone except me. However, eventually some of my writing ends up in blogs like this one or articles that get reviewed by other researchers. 

Favorite BTS ARMY Moments

In fact, I have a survey open right now for ARMY to take. I am hoping to combine survey results with my own ethnographic work to improve the reach of my research and to help me triangulate some of my findings.

Survey is here: https://tinyurl.com/BangtanSurvey

I am also extremely committed to making sure ARMY also have all the interesting findings from my work. There are actually lots of things I’m learning and seeing that the research community doesn’t even care about (their loss). So I’m releasing those as I have time to put them together. Here’s an example video I made last week during my downtime.

How Do I Ensure ARMY Isn’t Harmed?

I have taken many precautions in my work to make sure that ARMY and BTS are not harmed to the best of my ability. I’m human and I am sure there will be times this isn’t perfect. However, I still do my best. I’m going to end this article by listing some of the things I have done or plan on doing in this regard.

  1. Transparency. Wherever possible I am transparent about what I am doing and how I am doing it.
  2. Care with who I am sharing any data and what they actually have access to. When it comes to tweets, for example, I do not have any direct quotes from ARMY in my published work. I do not include usernames unless I’ve been given very explicit permission (this has only happened once, for a very specific reason, and I didn’t user the full username).
  3. Making sure the community (and in this case BTS) are discussed respectfully and within community norms. (Yes, I have had to fight on this and I will continue pushing back.)
  4. Ensuring the places I am presenting about ARMY are safe for ARMY. This means pulling out of conferences and publications if I need to.
  5. Making sure there is enough context and historical background when discussing anything about communities. 

This blog will be a living document that I will come back to as needed in order to update as I work. I’m constantly iterating on my process and love learning from my community!


More about my research here: https://kateringland.com/btsarmy

New Blog: Community Generation

“The concept of community is ever-evolving. With the influx of technology and the change in the ways we interact, this discussion is relevant today more than ever. What is equally true is that we carefully construct the communities around us, because in most cases, we need them to survive. They are places where we can form our ideas and dreams. Places we can go for advice and support. People we can look to when we are feeling conflicted. We can rely on our community members to challenge us, support us, love us. When these spaces are safe, they help us to flourish and achieve our goals. And when they are toxic, they severely limit our human potential. Annie remembers first joining the Dwarf Fortress family, and how it wasn’t the complexity of the game that really fascinated her, but rather the massive fan base that really took her breath away. “

Read more on our Medium post!

“Autsome”: Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism

Preview: Autism is a medical diagnosis that has attracted much attention in recent decades, particularly due to an increase in the numbers of children being diagnosed and the changing requirements for getting the diagnosis. In parallel online communities around autism—both those supporting individuals, families seeking treatment and those supporting embracing the autism identity—have grown. Other work has shown support groups can be useful for those encountering hardship in their lives. In this paper, I illuminate the tension in claiming the autistic identity within this community. The walls of the community work to keep community members safe, but also set them apart from others on the internet. I see that the Autcraft community goes beyond being a support group for victims of targeted violence, to one that redefines and helps community members embrace their own autistic identities.

What is autism and what impact does the label of autism have?

Autism has been the topic of much public concern in recent decades, especially since the sensationalized “autism epidemic” swept through the media. As a medical diagnosis, autism focuses on challenges for individuals; such as whether they are verbal, make eye-contact, or are sensitive to change. Often, as a label, autism is given to youth in order to gain accommodations in school, or for medical treatment. Autistic youth often experience various ways in which this label is used to disempower and disenfranchise them.

This is the case for many youth that are a part of an online community, “Autcraft,” a community centered on a Minecraft virtual world for autistic youth. While those with autism are often the target of harassment and violence in online spaces, the Autcraft community has been actively engaged in making themselves a safe space for youth with autism. Beyond simply keeping bullies out, however, the community has taken the label of “autism” and turned it into something positive—a label worth identifying with.

In the Autcraft community, I have found that the label acts both as a target and as a way for community members to redefine their identities.

Targeting Autism

Concerns over safety of children is an ongoing concern for parents and other caregivers. This is particularly true of those with autistic children, as those with autism tend to be targeted both by their peers and by strangers [32]. Much like other marginalized groups, “autism” is used as a derogatory term. Further, threats of violence can be found across the internet, including in the comments section of YouTube videos, a site used by Autcraft community members. This is especially meaningful as other related work has shown the embodied experience in these online spaces can be as impactful as in physical spaces [29]. Unfortunately, these threats of violence can also result in actual physical harm.

Harassment, threats of violence, and comments about autistic people killing themselves can have a large impact on those targeted, such as additional stress and other psychological harm [22]. The harm, however, does not stop with verbal and written threats. Like other marginalized communities, those with autism face the very real threat of violence against them [14,15].

Here is a video related to these threats of violence in the autistic community at large.

Redefining Autism

There is evidence throughout the Autcraft community of those who are expressing their autistic identity. Autcraft community members may be learning to understand and accept themselves or their child as an autistic individual, but they are also learning to deal with challenges found outside the Autcraft community where they may not find themselves accepted and face opposition.

[alt-text for embedded tweet picture: autsome, adjective, Having autism and being extremely impressive or daunting; inspiring great admiration. “My autsome child makes me proud everyday!” synonyms: breathtaking, awe-inspiring, magnificent, wonderful, amazing, stunning, staggering, imposing, stirring, impressive; informal extremely good; excellent. “The band is truly autsome!”]

Adopting “autism” and various forms of the word—as seen in the name of the community “Autcraft”—lends to a sense of identity with others who have the same or similar medical diagnosis. Aside from using “aut” or “autistic” in their user names (i.e., the names that are displayed with their avatars and forum posts, rather than a real-world name), the Autcraft community displays this acceptance through the creation of autism-centric words, such as “autsome.” According to a community post, “autsome” means, “Having autism and being extremely impressive or daunting” and “extremely good; excellent.” Scholars have described how those with disability are often held to a higher standard and those who are “extreme” tend to be held up as inspirational. This type of “inspiration” frames disability as something to be overcome, while achieving difficult objectives. However, I argue that having language such as “autsome” is meant to be inspirational not for others looking in to the Autcraft community, but for the autistic children who are otherwise dealing with a barrage of negative language about autism. This reframes autism as an identity that is worth embracing, rather than overcoming.

Autcraft community members actively work to reshape the mainstream dialog about autism. First and foremost, members try to lead by example, following a set of tenets set out by community founders that encourage and promote good behavior. Community members also engage in outreach to both educate others and to make their own expressions of their autistic identities more visible to others. Members of the Autcraft community engage in activities—much like creating memorials for victims of violence—that purposefully shed light on the hardships they have faced. These efforts are examples of how those with marginalized identities fight back against oppression. As scholars, by listening to these community members and understanding their activities, we can begin to elevate the voices of those who have long been silenced.

For more details about our methods and findings, please see my paper that has been accepted to iConference 2019 (to appear in April 2019). Full citation and link to the pdf below:

Kathryn E. Ringland. 2019. “Autsome”: Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism. In iConference 2019 Proceedings. [PDF]

Acknowledgements: I thank the members of Autcraft for the warm welcome to their community. Thank you to members of LUCI for their feedback and special thanks to Severn Ringland for his diligent editing. I would also like to thank Robert and Barbara Kleist for their support, as well as the ARCS Foundation. This work is covered by human subjects protocol #2014-1079 at the University of California, Irvine. This work is supported by the National Institute of Mental Health (T32MH115882). The content is solely the responsibility of the authors and does not necessarily represent the official views of the NIH.

Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism

Preview: Those with disabilities have long adopted, adapted, and appropriated collaborative systems to serve as assistive devices. In a Minecraft virtual world for children with autism, community members use do-it-yourself (DIY) making activities to transform Minecraft into a variety of assistive technologies. Our results demonstrate how players and administrators “mod” the Minecraft system to support self-regulation and community engagement.

A Minecraft garden room with pink flowers and a grassy path.

A calming, quiet garden in Minecraft.

“Need a place to calm down? Quiet? Peaceful? Choose a Calm Room to visit here. In these rooms [t]here is no chat. It’s a place to relax. Visit any time.”

If a child finds face-to-face conversations challenging and feels isolated from their peers at school, where can they go to make friends? How can people use currently existing systems to help those with disabilities, including children with autism? We studied how one online community, Autcraft, through a variety of social media platforms, augments and extends current platforms and transforms them into assistive technology for children with autism.

Autcraft is a Minecraft community for children with autism and their allies run by parent volunteers. The goal of the Autcraft community is to have a safe space for children with autism to play Minecraft free from harassment and bullying (for more information visit the Autcraft website). As part of our study, I have been conducting an on-going ethnography within the community (see our paper for details). This study included analysis of activity within the Minecraft server, forums, website, Twitter, Facebook group, YouTube, and Twitch.

Our analysis demonstrates how players and administrators “mod” the Minecraft system to support self-regulation and community engagement. This work highlights the ways in which we, as researchers concerned with accessible and equitable computing spaces, might reevaluate the scope of our inquiry, and how designers might encourage and support appropriation, enhancing users’ experience and long-term adoption.

Autcraft community members have modified Minecraft to do the following to help players internally regulate themselves and externally manage their engagement with others:

  • Self-Regulation. Community members use Minecraft in a variety of ways to self-regulate, including both sensory regulation and mood regulation. Dealing with sensory overload can be a difficult experience for anyone with autism, particularly for children and adolescents who are still learning coping skills. Members of the Autcraft community have created spaces within the virtual world and the other platforms to help even the youngest members learn to deal with these sensory needs. Additionally, to help regulate mood, members are able to put into words their emotional experiences, safely share and vent their feelings with others, on the forums and through in-game chat. They can do this in Autcraft without the fear of reprisal from bullies or trolls—which is something they may fear in other online spaces. While this type of behavior may not be unique to Autcraft, the ability to vent in this safe space is possibly unique for the community members personally. They may have communication challenges in their physical environments that limit their abilities to express their feelings fully.
  • Interacting with Others. Members of the Autcraft community have appropriated the entire ecosystem of technologies surrounding Autcraft to support interfacing and engaging with others. These efforts support engagement with both the internal community and across community boundaries by supporting sociality explicitly. One mod, teleportation, enables players to jump from one place to another in the Autcraft virtual world nearly instantly. This mod, which can be found on a variety of Minecraft servers, creates a “safer” virtual world experience and to support socialization among community members. Teleportation is available through various waypoints within the Autcraft Spawn area as well as through the text chat window. This teleportation functionality not only enables these quick avatar interactions, but also gives community members an ability that they do not have in the physical world. This helps support empowering these young community members to engage in socialization with their friends, when and where they choose.

Individual players appropriate the Autcraft virtual world to suit their own needs, shaping their virtual environment, embodied experience, and, in time, influencing the overall experience for everyone in Autcraft. As the children worked within the confines of the virtual world to make their environment more usable by appropriating with what was available, administrators are able to then iterate on these appropriated instances to re-appropriate the software itself. Thus, administrators, following the cues of the children within the virtual world, are able to instantiate these appropriations and make them available to everyone on Autcraft.

As a group, children with autism are doubly disempowered: both as children and as people living with disabilities. Here, however, we see how this kind of technological openness allows them to customize and create their own play spaces, a type of autonomy that is inherently empowering. This work explores how designers and researchers can learn by observing how even the youngest of users augment and appropriate mainstream technology to become assistive in their daily lives. This work highlights the ways in which researchers concerned with accessible and equitable computing spaces might reevaluate their scope of inquiry and how designers might encourage and support appropriation, enhancing the individualized experience and long-term adoption of assistive devices and systems. The appropriations we observed in Autcraft point to a future model where child-initiated modifications can guide research and design, providing greater access for disempowered communities.

For more details about our methods and findings, please see our full paper that has been accepted to ASSETS 2016 (to appear in October 2016). Full citation and link to the pdf below:

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. [PDF]

ResearcherKateAcknowledgements: We thank the members of Autcraft for the warm welcome into their community. We also thank members of LUCI and the anonymous reviewers for their feedback on this paper, and Robert and Barbara Kleist for their support. This work is covered by human subjects protocol #2014-1079 at the University of California, Irvine.

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DML 2016 Recap

This week I attended my first Digital Media and Learning conference, which was held here on the UC Irvine campus. I thought I would write a short recap of my experiences. Disclaimer: these thoughts are by no means all encompassing.

photo of a sign with lego texture that reads, DML Digital Media and Learning Conference

My first impressions of the DML community is that they are very friendly and very passionate about what they do. It’s a wonderful combination for someone joining in for the first time. There was also lots of engagement on Twitter throughout the conference, which I found to be a helpful way to make the event more accessible.

hand hold a DML conference badge, the text on the badge reads Kathryn Ringland Kate, University of California Irvine

Fun DML 2016 badge.

While I enjoyed all the sessions I attended, the keynote and plenary conversation were definitely the highlights. The conversations I had in between sessions and during the reception were by far the most inspiring part of the conference for me in terms of ideas for my own scholarly work.

a woman at a podium next to a projected slide

Constance Steinkuehler talking about the future that is games.

What is most exciting for me are the following two takeaways:
1. Play and games are truly coming into their own in the academic space. I am so excited to see games research in these more educational and learning spaces realize the potential of well designed games (i.e., not those educational games that kids see straight through and aren’t fun at all to play.)

a photo of a slide of a trojan horse painted, with text reading games are a trojan horse for interest driven learning

Slide of the trojan horse that is GAMES.

2. There were hints and whispers throughout DML of inclusion. For many this meant socioeconomic status, race/ethnicity, gender, but very little about ability. The last two ignite talks at the end of the conference were calls for more disability work in the space. I whole-heartedly agree and am very excited to contribute next year as I can.

Of the many memorable moments, the students on campus held a protest during the plenary talk this morning because apparently the LA Police Chief was giving a talk somewhere else on campus.

I was ecstatic when Henry Jenkins discussed how Star Trek changed his world view.

All in all, it was an awesome event and I’m looking forward to attending again next year!

“Will I always be not social?”: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism

Preview: Members of the Autcraft community for children with autism and their allies use a variety of social media platform, centered around Minecraft. The community’s use of various technologies facilitates the expansion of how members can socialize with one another, giving them opportunity to explore their own sociality, expand how they would like to be able to socialize, and deepen their connection with other members of the Autcraft community.


Autcraft community members playing a game together.

Autcraft community members playing a game together.

“I love being a member of the [Autcraft] community and love spending time with my ‘family’ here. … A place I was accepted for …  just being ‘different’ than others.”

If a child finds face-to-face conversations challenging and feels isolated from their peers at school, where can they go to make friends? Online communities have the potential to support social interaction for those who find in-person communication challenging, such as children with autism. Unfortunately, online communities come with their own set of problems – cyberbullying is particularly troubling. We studied how one online community, Autcraft, through a variety of social media platforms, practices and defines how they are social.

Autcraft is a Minecraft community for children with autism and their allies run by parent volunteers. The goal of the Autcraft community is to have a safe space for children with autism to play Minecraft free from harassment and bullying (for more information visit the Autcraft website). As part of our study, I have been conducting an on-going ethnography within the community (see our paper for details). This study included analysis of activity within the Minecraft server, forums, website, Twitter, Facebook group, YouTube, and Twitch.

Our analysis demonstrates how members of the Autcraft community search for, practice, and define sociality. These results indicate more broadly how people may increasingly find new ways to express themselves and create a sense of community as emergent forms of media change the nature of our social landscape. Our exploration of Autcraft adds to a growing body of work about social platforms by showing how flexible, multimodal communications not only “keep the game going” but also can have profound effects for self-expression and feelings of social belonging.

Autcraft community members engage in the following:

  • Searching For and Finding Community. Minecraft serves as a bridge or means of entry for members of this community. The game plays a key role, coupled with other forms of social media, in supporting children who are particularly known to struggle with finding social support. Autcraft—including the game, forums, Facebook page, and community-related videos—helps community members to not feel “alone.” Much like for other youth online, Autcraft members describe “hanging out” with their friends in Minecraft. Although they may not be meeting in person, members consider these relationships to be meaningful friendships. Autcraft, by its very nature of blending social interaction with strict rules of behavior and appealing game mechanics, comes together to form a space of cohesion, not difference, and of support, not scorn.
  • Defining Sociality and Community. Although Autcraft community members often seek out social relationships through Autcraft as an augment to in-person relationships, some do not wish to seek out these in-person friendships. Those who prefer the majority of their socializing to occur online struggle with what it means to be “social.” Acceptance is a cornerstone to making being “different” more tolerable and reducing the social isolation and loneliness that frequently surrounds difference.
  • Practicing Sociality. In practicing their social behavior, social connections are formed and maintained through a variety of media technologies, allowing members to use communicative practices best suited for them, both as individuals and as a group. The community sets the stage for sociality by encouraging members to “Be Kind, Be Respectful, Be Responsible.”  On an individual level, Autcraft provides powerful common ground for players, a key foundation to many friendships. Not only do those who join the community share a common interest in Minecraft, they also all have claimed to be either an ally of, or someone with, autism. This is a requirement the community regulates carefully. These two components of the community help lay the groundwork for friendship because they represent part of a person’s shared interest.

By using various platforms, members of the Autcraft community are able to form deeper friendships with one another, if so desired. Being able to foster these relationships across the myriad platforms creates cohesion in the community. Two members may meet through an advertisement on the forums for builders, build a project together, and then go on to create YouTube videos together of the experience. This facilitates the expansion of how members can socialize with one another, giving them opportunity to explore their own sociality, expand how they would like to be able to socialize, and deepen their connection with other members of the Autcraft community.

For more details about our methods and findings, please see our full paper that has been accepted to CHI 2016 (to appear in May 2016). Full citation and link to the pdf below:

Ringland, K.E., Wolf, C.T., Faucett, H., Dombrowski, L., and Hayes, G.R. “’Will I always not be social?’: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism”. Proceedings of the 2016 ACM CHI Conference on Human Factors in Computing Systems, ACM (2016). [Acceptance Rate: 23.4%] [PDF]

ResearcherKateAcknowledgements: We thank the members of Autcraft for the warm welcome to their community. We would like to thank members of LUCI for their feedback on this paper. We would also like to thank Robert and Barbara Kleist for their support. This work is covered by human subjects protocol #2014-1079 at the University of California, Irvine.


Related Posts:

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This is a summary of the work presented at SCMS 2022. This is cross-posted on Medium: https://medium.com/p/d8ebbe436fa2 Play happens everywhere ...

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Watch my interview with the ABC News about Minecraft for autistic kids ...
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Minecraft

Social media, including virtual worlds, has the potential to support children with autism in making friendships, learning pro-social behavior, and engaging in collaborative play with their peers.  However, currently, little is known about how children with autism interact socially in online spaces. Furthermore, there is much more to learn about how technology can support these collaborative interactions. In this study, I propose investigating how a virtual world can be intentionally run alongside other complementary social media (e.g., website, forum, Facebook, Twitter, and Google+) specifically for children with autism. The contribution of this work is to create design guidelines for creating social media systems (including virtual worlds) to support social interactions of children with autism.

Current Publications:

Kathryn E. Ringland. 2019. “Do you work for Aperture Science?”: Researching and Finding the Gamer Identity in a Minecraft Community for Autistic Children. In FDG 2019. [PDF] [BLOG]

Kathryn E. Ringland. 2019. A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces. In CHI 2019. [PDF] [BLOG]

Kathryn E. Ringland. 2019. “Autsome”: Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism. In iConference 2019 Proceedings. [PDF] [BLOG]

Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L.L. Cullen, Gillian R. Hayes. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In IDC 2017. [PDF] [BLOG]

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. [Acceptance Rate: 25%]. Best Paper. [PDF][BLOG]

Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). “‘Will I always be not social?’: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism”. In Proceedings of ACM CHI Conference on Human Factors in Computing Systems 2016. [Acceptance Rate: 23.4%]. [PDF][BLOG]

Ringland, K.E., Wolf, C.T., Dombrowski, L., and Hayes, G.R. “Making ‘Safe’: Community-Centered Practices in a Virtual World Dedicated to Children with Autism”. Proceedings of the 2015 ACM International Conference on Computer Supported Collaborative Work, ACM (2015). [Acceptance Rate: 28.3%]. [PDF][BLOG]

Ringland, K.E., Wolf, C.T., Hayes, G.R. (2015, May 15). “The Benefits of Online Play: An Investigation of Virtual Worlds for Children with Autism Spectrum Disorder”. International Meeting for Autism Research Salt Lake City, Utah.

Ringland, K.E., Hayes, G.R. (2014, April 27). “Virtual Worlds: An Alternative Method for Communication for Children with Autism Spectrum Disorder”. Workshop: Supporting Children with Complex Communication Needs. ACM SIGCHI Conference on Human Factors in Computing Systems. Toronto, Canada. [PDF]

Last Updated: September 16, 2019

Related Posts:

finding access to playful online communities, partial image of a phone with social media app icons

SCMS 2022: The Serious Business of Accessibility in Playful Community Spaces

This is a summary of the work presented at SCMS 2022. This is cross-posted on Medium: https://medium.com/p/d8ebbe436fa2 Play happens everywhere ...

Interview on ABC News (Australia)

Watch my interview with the ABC News about Minecraft for autistic kids ...
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