Tag: autism (Page 1 of 6)

“Do you work for Aperture Science?”: Researching and Finding the Gamer Identity in a Minecraft Community for Autistic Children at #FDG19

Preview: For members of the Autcraft community, they are not only coming to terms with their identity as autistic individuals, but they are also playing with and practicing other identity roles. In this article, I briefly discuss the impact of the “gamer” identity. I also explore some possible implications for researchers who are interested in—or concerned about—games.

Disability and Play

Throughout history, disability has been a part of interactions and relationships in society as a way of creating the category of “other” and, therefore, ensuring the dominance of the category of “normal.” As an aspect of their life, a person’s disability seems all encompassing. This leaves little room for any other aspects of their identity or life. Not only is the person then defined by their inability to interact or engage in the world, but they are then not seen as having ability in anything. This includes those who play games. People with disabilities are seen as not able to play—or maybe not even interested in playing.

In this work I continue to analyze data from my virtual ethnography of the Autcraft community—a community for autistic kids who play Minecraft. You can read more about it here.

Background: Problematic Video Games?

There are a lot of concerns about video games, especially when it comes to children playing them. These concerns range from misbehavior, addiction, and bullying. This is especially true for autistic children. Many researchers have gone to great lengths to show the negative aspects of games for autistic people.

However, while many people don’t realize it, a lot of what is happening in these video games is a very social experience. As I have shown in my other work, the community members of Autcraft are playing with each other, making friends, and gaining confidence in their own social abilities.

Finding Identity

In this paper, I show how not only are the autistic community members of Autcraft embracing their identities as autistic people, they are also embracing and practicing the identity of “gamer.” They post to the forums about games, apply to be YouTube content creators, and embrace other aspects of nerdy game culture.

While they are trying on these different roles, this is complicated not only by their autism, but also by exploration of gender identity, among other roles. This is especially important given how hostile some gaming environments can be for those who are straight men. By focusing on one identity, it’s easy to lose sight of these other emerging aspects of the community members’ lives.

Implications for Research

There are two implications for research from this work.

  1. Promoting pro-social gaming. There has been a drive to understand the negative aspects of gaming, however less has been explored in the positive. Especially for individuals with disability or difficulty accessing other forms of sociality and play, games can be a great resource.
  2. Need for broader understanding of individual players. There is a need to look at players through an intersectional lens. Players are not only gamers (or not, depending whether they adopt this label or not), but also have varying ability and disability, gender identities and expressions, cultural and racial identities, and so on. By narrowing the scope too much, we sometimes will miss the important intersections of these identities and their impact on the person’s access to play (and social interactions).

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

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]

Acknowledgements: I thank the members of Autcraft for the warm welcome to their community. Thank you to Chris Wolf, Amanda Cullen, Severn Ringland, Kyle Lee, and the anonymous reviewers for their feedback on various iterations of this work. Special thanks to: Gillian Hayes, Tom Boellstorff, Mimi Ito, and Aaron Trammell. Thank you to Robert and Barbara Kleist for their support, as well as the ARCS Foundation. 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. This work is covered by human subjects protocol #2014-1079 at the University of California, Irvine.

Keeping Safe: Children Online with Social Media and Games

Large statues of Minecraft characters stand on a hill in the game Minecraft.
Statues of the administrators in Autcraft, screen shot from my field work, 2014.

Content Warning: Discussion of child abuse, online harassment, ableism.

Cross-posted on Medium: https://medium.com/@kateringland/keeping-safe-children-online-with-social-media-and-games-9ca60c168cfa

Today, two different items crossed my twitter feed. First, there was an incident involving a player on Autcraft. Second, a research blog was published showing there is no link between the quantity of tech use and mental ill-health in adolescents. I’ve been thinking about both of these postings much of today and I wanted to share some thoughts with you.

Social media and multiplayer games (such as Minecraft that they play on Autcraft) are by design extremely social spaces. That’s the point of them, to interact with other people. This can be a boon, especially for people who are isolated for one reason or another. But, as with anything that has the human element, there can be darkness as well. Games and social media have had their fair share of citations for toxic behavior.

Autcraft was created as a safe haven for autistic children. For the vast majority of community members, it has worked — see any of my other research posts about it. But today, the story broke that it did not work for one child. This child was targeted by another member, who clearly joined the community for malevolent reasons. It’s horrible and tragic and, honestly, I’m continually horrified by the things people intentionally do to one another. Throughout history children have been the target of violent behavior, especially those who are marginalized. Online platforms have just given perpetrators a different means of finding their victims.

Research continues to show that it isn’t the platforms or the hardware (think screens) that causes a problem for youth (and adults even). What continues to be a problem is malevolent people.

So what can we do?

  1. Hold social media and games companies accountable for creating better safety features on their platforms. There’s still lots of room to grow here.
  2. We need more research to study how to keep kids safe in these online spaces, especially marginalized youth. For example, Autcraft is being forced to ban all private messaging between players because of this incident. Is this really the best way to assure player safety? We need more research to find out. This includes funding this research and having the human resources. This sort of work will not only take trained researchers (and/or researchers in training), but also community partners, such as the one I’ve been fortunate enough to have with the Autcraft community.
  3. Better educational sources for both parents and children. Social media literacy is inherently a part of online safety. Children need to understand who they are talking to in these online spaces. Parents need to know who their child is talking to and playing with. It’s okay to not fully understand a game, but basic literacy is essential. Children are playing in what are essentially digital 3-D spaces and feel very physical. Even if these children are never meeting other players offline, there can be real psychological harm.
  4. Create policy. I realize the current political climate is awful. But we need up to date policies to keep our privacy and safety a priority. Right now the tech companies are calling an awful lot of the shots and I promise they only care about the welfare of children if it’s impacting their bottom line. (Also see point 1). Policy can happen both locally and nationally. Call your representatives. Write letters. Run for office.

It’s going to take a village to keep our children safe on the internet. The answer is not to ban screens or games. There’s so much positive happening there. I just hope with a concerted effort we can make more safe spaces for our children to play.

‘Mock’ TV Interview

For this week’s blog, I thought I would share my “mock” TV interview that I did through the RSG program at Medill School of Journalism. Over the next couple of blog posts, I plan on distilling some of the lessons I’ve learned about doing interviews and talk about my experiences – both with this TV interview and the podcast.

Sneak preview: you should have at most 3 core ideas or things you want people to remember no matter the kind of conversation or talk you are giving. If someone is at a BBQ tomorrow and telling other people about their conversation with you (or the talk they heard you give or the interview they heard of yours), what do you want them to be able to remember and relay?

Without further ado, here is my very first live-to-tape TV interview!

Xceptional Leaders Podcast: Guest Interview

Recently, I was interviewed for the Xceptional Leaders podcast series. In a follow up blog, I will relate some of my experiences with that recording.

I recently gave an interview to the Xceptional Leaders podcast series. You can listen here or search for it on your podcast app of choice! “Social Research Related to Neurodiverse Gaming with Dr. Kathryn Ringland”


In this podcast I discuss my research with the Autcraft community. If you want to know more, I encourage you to read some of my blog posts!

If you would like to know more and get updates about my new nonprofit, the Kaina Institute for Equitable Research, please bookmark our website: https://www.kainainstitute.org/

Was there something I said in the podcast that got you curious? Please feel free to leave a comment here or tweet @liltove on Twitter or comment on my Facebook page!

A laptop keyboard with the keys reflected on the screen above. The keys are backlit with a green glow.

A Place to Play


The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces

Preview: Play is an important part of childhood that is often inaccessible for children with disabilities. This work looks at how Autcraft, an online community for autistic children, uses different social media and games platforms to enable access to social play. First, the spaces the Autcraft community uses make the place that is Autcraft possible. Second, these spaces, though some of them are digital, are no more or less “real” than the physical spaces making up a schoolyard or playground.

Cross-posted on Medium.

Sunset in Minecraft.

Importance of Play

Social play is an important part of childhood. It is how children develop and practice their social skills. Children engage in a wide range of playful practice roles and test the boundaries of social rules. These playful interactions are vital not only for children to grow into competent, functioning adults, but also to discover who they are and what kind of adults they want to become.

Disabilities and Access to Play

Disability is created when a person is trying to interact with the world and are not accommodated by their environment. An example of this would be a child who wants to play on a playground, but they cannot roll their wheelchair into the space. Access and disability are inextricably linked. Access, in general, is not a given experience for any single individual. Disability is created in the moment that access is faulty or denied to a person. What this means is that disability is not created within a person.

Because a person’s body and their environment are constantly changing, disability is not happening all the time, but rather, a person is disabled by the context with which they are trying to engage. As disability scholar Tanya Titchkosky states, “While we all have bodies — bodies that we act, sense, feel, or move in and through — only some bodies, only some of the time and only in some places, are understood as disabled ones.” Access, therefore, is dynamic and ever shifting.

Accessibility signs in front of rough, grassy terrain.

For children with disabilities, including autistic children, access to play is often limited or of low quality. One way to help autistic children gain access to play and socialization is through online spaces, such as social media, games, and virtual worlds. This paper extends previous work in this area, by exploring the disabled experience and how that affects access to play.

Access is really only noticeable when it is not available and creates disability. The disabled body becomes the oppressed body, when they are denied access (advertently or inadvertently), not only in a social sense, but also in a literal, physical sense. Children who do not conform to “normal” and “normal play,” then, are not invited to the game. This is done both literally and through the making play objects that a disabled child cannot use.

Among other activities, individuals with disabilities use online spaces to socialize — empowering themselves to do what they may not be able to in the physical world. Online spaces have different ways of creating access from physical spaces. In this ethnographic work, I explore how one community uses the sense of place and the digital experience in Minecraft specifically to give autistic children access to play with their peers. In this sense, they are using Minecraft to mediate their play experience, just like a physical world playground mediates another kind of play experience. One type of mediated experience is not better (or less mediated) than another. Rather, these experiences, from face-to-face to text to avatars on a computer screen, are diverse kinds of experiences. Simply put, playing in Minecraft with friends is still social play, even though it might look different from playing in a physical playground.

For this work, I studied Autcraft. 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 this study, I have been conducting an on-going ethnography within the community (see my paper for details). This study included analysis of activity within the Minecraft server, forums, website, Twitter, Facebook group, YouTube, and Twitch.

The Different “Spaces” of Autcraft

In this work, I found the Autcraft community actively creates access to social play using a variety of social media and other technology. By looking at the entire constellation of social media in the Autcraft ecosystem, we can understand how community members are engaging in a variety of social play experiences.

Access to the Autcraft community happens through three layers of interconnected environments: physical, liminal, and virtual. The physical space includes computer hardware and the environment in which players access the computer. This would be things like a bedroom, home office, or computer lab in the library. The liminal space includes the installation and configuration of the software, as well as user authentication. Finally, the virtual space includes the various social media.

When combined, these spaces allow play to happen because the children have access to play in a context in which they “fit.” When educators, therapists, parents, and researchers privilege face-to-face interactions, they are, in effect, creating disability in children who cannot or will not play in that way. In the Autcraft community, members can recreate the playground in an environment that is more comfortable for them. Community members leverage technology to create a playground where children are most able to play. And, having done this, autistic children engage in social play of which people thought them incapable.

The Autcraft community has used a constellation of platforms to enable social play for autistic children. Here the Autcraft community is using the constellation of technological platforms to help create the sense of place. These platforms cross into physical, liminal, and virtual spaces, working together to create access to play. Here the Autcraft community have leveraged virtual worlds to their advantage — in essence, transforming the disabled play experience into an enabled one.

How someone interacts with others is meaningful, regardless whether that interaction is online or offline. For the autistic children of Autcraft, playing in online spaces is preferable to physical-world, face-to-face interactions. The Autcraft community has defied the conventions set out by many educators, parents, researchers, and therapists by creating a space that privileges digital engagements over physical-world ones. In doing so, they have made a playground that is more comfortable for many autistic children.

Children need a place to play. There are two things to consider: creating a sense of place and allowing for both the real and unreal in these places. Therapists, educators, parents, and researchers tend to privilege the physical realm over all others for mediating sociality. Members of the Autcraft community turn this notion on its head, instead privileging virtual interactions over physical ones. But further still, I have shown how all these spaces — physical, liminal, and virtual — must work together to make play possible. The spaces the Autcraft community uses make the place that is Autcraft possible. These spaces, though some of them are digital, are no more or less “real” than the physical spaces making up a schoolyard or playground. Ultimately, it the sense of place in Autcraft that gives children access to social play.

A Minecraft sheep with hearts around its head.

For more details about my methods and findings, please see my paper that has been accepted to CHI 2019 (to appear in May 2019). I am pleased to announce that this has received Honorable Mention (top 20% of all papers) Full citation and link to the pdf:

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


Acknowledgements

I thank the members of Autcraft for the warm welcome to their community. Thank you to Chris Wolf, LouAnne Boyd, and Oliver Haimson and other members of LUCI for their feedback on various iterations of this work. Special thanks to Severn Ringland for his diligent editing and Kyle Lee for insights while writing this up. Shout out to my dissertation committee who helped me shape my thoughts: Gillian Hayes, Tom Boellstorff, Mimi Ito, and Aaron Trammell. I would also like to thank Robert and Barbara Kleist for their support, as well as the ARCS Foundation. 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. This work is covered by human subjects protocol #2014–1079 at the University of California, Irvine.

Players hanging out together in the Autcraft virtual world.

“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.

CHI 2019 Honorable Mention

I’m happy to report my paper, “A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces” has received Honorable Mention for CHI 2019. Below is a link to the PDF!

Abstract: Play is the work of children—but access to play is not equal from child to child. Having access to a place to play is a challenge for marginalized children, such as children with disabilities. For autistic children, playing with other children in the physical world may be uncomfortable or even painful. Yet, having practice in the social skills play provides is essential for childhood development. In this ethnographic work, I explore how one community uses the sense of place and the digital embodied experience in a virtual world specifically to give autistic children access to play with their peers. The contribution of this work is twofold. First, I demonstrate how various physical and virtual spaces work together to make play possible. Second, I demonstrate these spaces, though some of them are digital, are no more or less “real” than the physical spaces making up a schoolyard or playground.

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

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