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On-line settings have been prompt as viable websites for youth to develop social, emotional, and technical skills that may positively shape their conduct online. Nonetheless, little work has been completed to understand how online governance structures may help (or hinder) such learning. Utilizing blended-strategies research, we report findings from a 2-yr, in-the-wild research of 8-13 12 months olds on a custom multiplayer Minecraft server. The 2-half study focuses on the design of youth-centered models of group governance drawn from evidence-based mostly offline practices within the prevention and learning sciences. Preliminary results level to a set of socio-technical design approaches shaping participant conduct while also supporting youth curiosity in Minecraft-like on-line environments. More broadly, the findings counsel another imaginative and prescient of youth’s capacity for possession and management of mechanisms shaping the tradition and local weather of their online communities: managing player conduct whereas difficult present norms around adult control and surveillance of youth exercise. FUN GALLERY