Abstract:The use of online games and virtual worlds is becoming increasingly prominent, particularly in children and young adults. Parents have concerns about risks their children might encounter in these online spaces. Parents dynamically manage the boundaries between safe and unsafe spaces online through both explicit and implicit means. In this work, we use empirical data gathered from a digital ethnography of a Minecraft server, Autcraft, to explore how parents of children with autism continually create a "safe" vi… Show more
“…These results provide further evidence that informational and emotional support are types of exchanges that are commonly sought and provided by individuals who are coping with chronic diseases. Although not health-related, Ringland et al [63], explored how parents constructed a safe online space for children with autism in a game called Autcraft. This positive and supportive gaming environment provides a space for children with autism to play games and interact with lower risk of discrimination or bullying, which provides insight into the larger questions of what online safety might look like for vulnerable populations, such as those with dementia.…”
Section: Related Workmentioning
confidence: 99%
“…This positive and supportive gaming environment provides a space for children with autism to play games and interact with lower risk of discrimination or bullying, which provides insight into the larger questions of what online safety might look like for vulnerable populations, such as those with dementia. The design of Autcraft allows parents to set up rules and guidelines to allow their children's virtual gaming experience to be safe based on their unique personal conception of what safety looks like for their child [63]. Ringland et al found that there were distinct conceptualizations of what a safe space meant for different parents; however, there were commonalities in that parents perceived risks to their children's safety across emotional, physical, and social domains.…”
Section: Related Workmentioning
confidence: 99%
“…Research in CSCW has focused on protecting individuals from vulnerable communities through implicit and explicit conversations of safe spaces online [3,40,63]. Safe online spaces that encourage respectful engagement within the community can allow individuals of marginalized backgrounds to share experiences with like individuals.…”
Section: Introductionmentioning
confidence: 99%
“…Safe online spaces that encourage respectful engagement within the community can allow individuals of marginalized backgrounds to share experiences with like individuals. Without such spaces, vulnerable people can be susceptible to bullying, misinformation, exclusion, and other cybercrimes [45,63]. Safe spaces in the dementia community can be increasingly important as PWD transition into a stage of life with dementia, as they may experience various challenges navigating the "new normal. "…”
Social computing provides a variety of challenges and opportunities for people who are experiencing cognitive decline. Following a recent diagnosis of dementia, older adults sometimes engage in online communities designated for people with dementia. In this work, we analyzed all original posts from a seven-year period on a forum for persons with dementia to understand 1) who posts in this forum and 2) what kinds of social support posters seek to gain from this engagement. Our analyses indicate that, in addition to people with dementia, a variety of dementia-related stakeholders create original posts in this forum. Our results suggest that seeking and offering social support are key activities for all forum users, not just those with dementia for whom the forum was designated. Given these findings, we offer design implications for online spaces for vulnerable communities, with a focus on design that allows for external stakeholder participation while still maintaining the privacy and safety of vulnerable members of the community. CCS Concepts: • Human-centered computing → Collaborative and social computing design and evaluation methods;
“…These results provide further evidence that informational and emotional support are types of exchanges that are commonly sought and provided by individuals who are coping with chronic diseases. Although not health-related, Ringland et al [63], explored how parents constructed a safe online space for children with autism in a game called Autcraft. This positive and supportive gaming environment provides a space for children with autism to play games and interact with lower risk of discrimination or bullying, which provides insight into the larger questions of what online safety might look like for vulnerable populations, such as those with dementia.…”
Section: Related Workmentioning
confidence: 99%
“…This positive and supportive gaming environment provides a space for children with autism to play games and interact with lower risk of discrimination or bullying, which provides insight into the larger questions of what online safety might look like for vulnerable populations, such as those with dementia. The design of Autcraft allows parents to set up rules and guidelines to allow their children's virtual gaming experience to be safe based on their unique personal conception of what safety looks like for their child [63]. Ringland et al found that there were distinct conceptualizations of what a safe space meant for different parents; however, there were commonalities in that parents perceived risks to their children's safety across emotional, physical, and social domains.…”
Section: Related Workmentioning
confidence: 99%
“…Research in CSCW has focused on protecting individuals from vulnerable communities through implicit and explicit conversations of safe spaces online [3,40,63]. Safe online spaces that encourage respectful engagement within the community can allow individuals of marginalized backgrounds to share experiences with like individuals.…”
Section: Introductionmentioning
confidence: 99%
“…Safe online spaces that encourage respectful engagement within the community can allow individuals of marginalized backgrounds to share experiences with like individuals. Without such spaces, vulnerable people can be susceptible to bullying, misinformation, exclusion, and other cybercrimes [45,63]. Safe spaces in the dementia community can be increasingly important as PWD transition into a stage of life with dementia, as they may experience various challenges navigating the "new normal. "…”
Social computing provides a variety of challenges and opportunities for people who are experiencing cognitive decline. Following a recent diagnosis of dementia, older adults sometimes engage in online communities designated for people with dementia. In this work, we analyzed all original posts from a seven-year period on a forum for persons with dementia to understand 1) who posts in this forum and 2) what kinds of social support posters seek to gain from this engagement. Our analyses indicate that, in addition to people with dementia, a variety of dementia-related stakeholders create original posts in this forum. Our results suggest that seeking and offering social support are key activities for all forum users, not just those with dementia for whom the forum was designated. Given these findings, we offer design implications for online spaces for vulnerable communities, with a focus on design that allows for external stakeholder participation while still maintaining the privacy and safety of vulnerable members of the community. CCS Concepts: • Human-centered computing → Collaborative and social computing design and evaluation methods;
The number of Autism Spectrum Disorder (ASD) postsecondary students going to University is increasing. Nonetheless, these students face more difficulties than their neuro-typical peers, due to their communication and behaviour impairments. This fact is widely recognized worldwide, and there is an increasing concern in providing them with adequate support both in their transition and beyond. The purpose of this paper is twofold. Firstly, to provide an overall summary of the general requirements of ASD students in the postsecondary education transition with strategies for facilitation, and, secondly, to analyse the possibilities of Virtual Reality (VR) as a support instrument in the transition process. We rely on a brief review of the literature to summarize the main needs and current strategies. In spite of the increasing concern, there is room for establishing general protocols to help the transition process. The use VR in fulfilling this task appears limited, but it seems to be promising.
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. Previous literature has shown the positive impact support groups can have for those encountering hardship in their lives, such as depression. In this qualitative study of an online community for autistic children centered around a virtual world, I explore how the label "autism" can be not only a source of disenfranchisement, leading to harassment and violence-in both the virtual and physical world-but also a source of empowerment and identity. I illuminate the tension in claiming the autistic identity within this community-having a sense of identity in the community, but, in doing so, also "othering" those with autism further. 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.
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