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通过以家庭为中心的设计提升家庭共同游戏体验

Improving Family Co-Play Experiences through Family-Centered Design

College of IST, Penn State(宾夕法尼亚州立大学信息科学与技术学院)

Zinan Zhang, Xinning Gui, Yubo Kou

AI总结:

本文探讨如何通过家庭中心设计减少虚拟世界中的有害因素,以改善家庭共同游戏体验。

摘要:

合作游戏(co-play)通常被视为一种有益家庭的实践,可以加强亲子关系并支持家长在游戏中的调解作用。然而,在用户生成的虚拟世界(UGVWs)中,实时伤害可能干扰家长的控制。Roblox平台展示了这一挑战。先前关于有害UGVW设计的研究强调了风险不仅限于内容问题,还包括操纵性付费提示、未经监管的社交互动、涌现的在世行为以及可能规范有害意识形态的叙事设计。当前的治理和调节方法,大多借鉴自社交媒体,关注静态物品,往往无法捕捉虚拟世界中的互动和涌现伤害。本文工作论文问:如何设计UGVWs及其平台以最小化影响家庭共同游戏体验的伤害?

英文摘要:

Cooperative play (co-play) is often positioned as a family-beneficial practice that can strengthen parent-child bonds and support parental mediation in games. Yet co-play in user-generated virtual worlds (UGVWs) can be disrupted by real-time harms that parents cannot easily prevent. Roblox, a platform with millions of user-generated virtual worlds and a large child player base, illustrates this challenge. Prior work on harmful UGVW design highlights risks beyond content problems, including manipulative monetization prompts, unmoderated social interactions, emergent in-world behaviors, and narrative designs that may normalize harmful ideologies. Current governance and moderation approaches, largely adapted from social media, focus on static artifacts and often fail to capture interactive and emergent harms in virtual worlds. This workshop paper asks: how might UGVWs and their platforms be designed to minimize harms that specifically impair family co-play experiences?

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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