Making in Minecraft: A Means of Self-Expression for Youth with Autism

Maker culture values fabrication and production in both the digital and physical realms as well as the sharing of resources. As such, maker culture provides an opportunity to be democratic and inclusive. Likewise, spaces that stem from maker culture, such as makerspaces, provide the same opportunity for inclusion, even for those with disabilities. Autcraft is a community that supports children with autism and is centered on a Minecraft virtual world that embodies maker culture. The Autcraft community's unique form of maker culture supports self-expression, sociality, and learning for children with autism by providing structure in a virtual space, allowing for and enabling creating and sharing. In this paper, we explore design implications for the creation of inclusive spaces for making and self-expression in the future based on intensive fieldwork in the Autcraft community.

[1]  Gregory D. Abowd,et al.  Recognizing mimicked autistic self-stimulatory behaviors using HMMs , 2005, Ninth IEEE International Symposium on Wearable Computers (ISWC'05).

[2]  Nate Garrelts,et al.  Understanding Minecraft: Essays on Play, Community and Possibilities , 2014 .

[3]  Lynn Dombrowski,et al.  "Will I always be not social?": Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism , 2016, CHI.

[4]  S. Wortham Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production , 2010 .

[5]  Hannah R. Gerber,et al.  Maker culture and Minecraft: implications for the future of learning , 2015 .

[6]  Nick Taylor,et al.  Making Community: The Wider Role of Makerspaces in Public Life , 2016, CHI.

[7]  Gregory S. Young,et al.  Integrated Play Groups: Promoting Symbolic Play and Social Engagement with Typical Peers in Children with ASD Across Settings , 2015, Journal of autism and developmental disorders.

[8]  Gillian R. Hayes,et al.  Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism , 2016, ASSETS.

[9]  Erica Halverson,et al.  The Maker Movement in Education , 2014, Oxford Research Encyclopedia of Education.

[10]  Gary S. Stager,et al.  Invent To Learn: Making, Tinkering, and Engineering in the Classroom , 2013 .

[11]  Breanne K. Litts Resources, facilitation, and partnerships: three design considerations for youth makerspaces , 2015, IDC.

[12]  Meryl Alper Annenberg Making Space in the Makerspace : Building a Mixed-Ability Maker Culture , 2014 .

[13]  Oren Zuckerman,et al.  Maketec: A Makerspace as a Third Place for Children , 2016, Tangible and Embedded Interaction.

[14]  B. Nardi,et al.  Ethnography and Virtual Worlds: A Handbook of Method , 2012 .

[15]  Sean C. Duncan Minecraft, beyond construction and survival , 2011 .

[16]  Lynn Dombrowski,et al.  Making "Safe": Community-Centered Practices in a Virtual World Dedicated to Children with Autism , 2015, CSCW.