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?
翻译:协作游戏(共玩)常被视为有益于家庭的活动,能够增进亲子关系并支持家长在游戏中的指导。然而,在用户生成的虚拟世界(UGVW)中,共玩体验可能因实时发生的难以预防的危害而中断。以拥有数百万用户生成虚拟世界和大量儿童玩家基础的Roblox平台为例,这一挑战尤为突出。先前关于有害UGVW设计的研究指出,风险不仅限于内容问题,还包括操纵性付费提示、缺乏监管的社交互动、虚拟世界中的涌现行为,以及可能将有害意识形态常态化的叙事设计。当前主要借鉴自社交媒体平台的治理与审核方法,侧重于静态内容,往往无法捕捉虚拟世界中互动性和涌现性的危害。这篇研讨会论文提出疑问:如何设计UGVW及其平台,以最大限度减少那些会破坏家庭共玩体验的危害?