The Minecraft Parent
HughPickens.com writes: Michael Agger has an interesting article in the New Yorker about parenting in the internet era and why Minecraft is the one game parents want their kids to play. He says, "Screens are no longer simply bicycles for the mind; they are bicycles that children can ride anywhere, into the virtual schoolyard where they might encounter disturbing news photos, bullies, creeps, and worse. Setting a child free on the Internet is a failure to cordon off the world and its dangers. It's nuts. ... The comfort of games is that they are partially walled off from the larger Internet, with their own communities and leaderboards. But what unsettles parents about Internet gaming, despite fond memories of after-school Nintendo afternoons, is its interconnectivity. Minecraft is played by both boys and girls, unusually. ... At its best, the game is not unlike being in the woods with your best friends. Parents also join in."
According to Agger, the significance of Minecraft is how the game shows us that lively, pleasant virtual worlds can exist alongside our own, and that they are places where we want to spend time, where we learn and socialize. "To me what Minecraft represents is more than a hit game franchise," says new Microsoft CEO Satya Nadella. "It's this open-world platform. If you think about it, it's the one game parents want their kids to play." We need to meet our kids halfway in these worlds, and try to guide them like we do in the real world, concludes Agger. "Who knows how Minecraft will change under Microsoft's ownership, but it's a historic game that has shown many of us a middle way to navigate the eternal screens debate."
According to Agger, the significance of Minecraft is how the game shows us that lively, pleasant virtual worlds can exist alongside our own, and that they are places where we want to spend time, where we learn and socialize. "To me what Minecraft represents is more than a hit game franchise," says new Microsoft CEO Satya Nadella. "It's this open-world platform. If you think about it, it's the one game parents want their kids to play." We need to meet our kids halfway in these worlds, and try to guide them like we do in the real world, concludes Agger. "Who knows how Minecraft will change under Microsoft's ownership, but it's a historic game that has shown many of us a middle way to navigate the eternal screens debate."
As a parent, I don't see Minecraft through the rose-colored glasses, as it seems to be commonly described. While a game was supposed to be nonviolent, plenty of Minecraft servers seem to have added functionality that allows direct fighting and ability to kill other players. Chat capabilities go unmonitored and "adult language" is widespread.
Due to Minecrafts de-centralized nature there are no effective technological age or content controls, leaving children (mine anyway) exposed to kinds of things that I would prefer them to consume in limited amounts or not at all.
The only realistic technical measure of control is to prohibit playing Minecraft at all, or at least prohibit network play. Unfortunately, given Minecraft popularity this is not feasible. My parenting approach does not include use of force or abuse of my authority, (where safety or law is not directly concerned), so I can't in good consciousness prohibit it outright.
On a personal level, it annoys me that a game world with a level of 3d graphics and physics sophistication that was state of the art 20 years ago is extremely popular today, but I can see the draw of "retro" look and feel.