Education Review Issue 2 | March 2018 | Page 33

Technology would talk in particularly about a certain aspect of the game. And then there were the references to Lego, which comes up all the time – people talking about Minecraft as digital Lego. Lego has such a long-standing reputation as being a valued type of play. The comparisons with Minecraft are quite interesting. Parents value that aspect of it. They also talked about the social aspect of Minecraft. This was where siblings were playing with each other, or friends playing with each other, or even just talking about the game at school. They’re not necessarily even playing the game but having shared interests with peers or with parents, sometimes to the displeasure of parents who were getting a bit fed up of talking about red stones and mining coal and things! The parents also talked about the game helping with teaching problem-solving skills, spatial skills and digital literacy. A few even talked about the game helping with literacy and children who were reluctant readers, finding that they were actually persevering with reading texts because they had to in order to play the game. And then a smaller number talked about the children actually enjoying playing the game and talked about the game as a form of play which they valued. So, yes, parents could think of a lot of positive things. On the flip side, a smaller number of parents said they had concerns about the game and this had mostly to do with time. The amount of time that children spent playing the game and how this seemed to have displaced time from other more valuable pursuits like playing outside or playing with Lego or playing with physical toys or reading. That was kind of interesting because for other parents, what children do in Minecraft is a form of play – so there are different ideas about what ‘play’ is and what role digital games have in children’s play worlds. In reference to that, you noticed – and this is more anecdotally – that there were different types of play within Minecraft or even just associated with Minecraft. Can you explain this more fully? I’d come across work from the UK. There’s a team of researchers there that were looking in quite a lot of detail at preschool users’ apps, so zero to five-year-olds: what apps they play and how they play on those apps. They found that they were easily able to adapt a well-known taxonomy of play, Hughes’s taxonomy of play, which was put together without any reference to the digital side of the play world, to children’s use of apps including Minecraft. So those were things like socio-dramatic play, imaginative play and role-playing. There’s some other work in Scandinavian countries looking at a similar sort of thing, where they’re looking at children’s play in school playgrounds and how there are elements of digital worlds that seep into those play worlds. Certainly I’ve noticed that anecdotally as well with my own children and their friends, and talking to other researchers, as well. Can you give some examples of how those types of play are evident in or around Minecraft? Again, this is all anecdotal but I think it is still legitimate and we are going to look into more detail at a range of different kids so we can capture a broader range of play activity. One of the more popular games is really just ‘hide and seek’ where players get camouflaged in a block, which is part of the Minecraft world, and then they go hide and someone has to seek them. So they are playing this game with children from all over the world. Some of the servers are safer in terms of contact with strangers than others. There’s that whole safety aspect to it as well. Even though some parents have concerns about the amount of time children spend playing Minecraft – and that’s a valid concern – you make the point that it is a reality of life for a huge number of kids, so it’s worth studying. Can you explain that perspective a bit more? I’m not saying, and I don’t think anyone’s saying, that children should be allowed an unlimited amount of time on screens or playing Minecraft. But what we are saying is that when we’re trying to work out what the positive aspects of screen use are, or of a particular type of screen use, which ones should we avoid? In order to do that, we first need to know what children are doing, and sometimes the research that comes from paediatric fields is based on tallying up numbers of hours children spend on screen devices and then correlating that with certain outcomes. But that doesn’t tell us what the children are actually doing, and so there is this a whole layer of information that simply is not there. And that means, in practical terms, we can’t actually work out what sorts of things children are getting most benefit out of when they are using screens. The reality is that they will keep playing, so how can we ensure that their play is as fruitful as possible as well as being enjoyable? It doesn’t have to be explicitly developmentally beneficial. It could just be fun, as long as it’s not doing any harm, as long as children are eating well, sleeping well, keeping up with schoolwork, and socialising. I think there’s definitely room to pull back on the panic a little about screen time and sit back and think, what are they actually doing? Perhaps if we take a different perspective it might not be as bad as we think. I understand your plans for further research involve looking at some aspects of play that Minecraft and other games, perhaps, don’t have and looking at how they could be incorporated? I’m with the Microsoft* Social Natural User Interfaces research group at the University of Melbourne, and we’re interested in looking at ways to get the most benefit out of children’s engagement with screen-based devices. We know Minecraft is generally seen as being quite positive and we need to work out what children actually play in the game. This is not going to be an exhaustive study. I can’t look at every single child, and there will be differences, but I think if we can get a description of the sorts of play that children engage in when playing Minecraft, at varying ages, then we can look at ways to enhance that play. I’m talking about things like facilitating connections between online and offline play and children generating their own content. For example, games which involve children uploading their own photos or videos and incorporating that into their play are more desirable than children just passively consuming. ■ *Microsoft is the owner of Minecraft. educationreview.com.au | 31