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This dissertation endeavors to deeply understand the options of Minecraft servers explicitly created for youth through three research utilizing combined strategies research. Human-Pc Interplay (HCI) analysis exhibits that sandbox-type digital world video games like Minecraft function as curiosity-driven spaces the place youth can explore their artistic pursuits, build technical expertise, and form social connections with peers and near-friends. Minecraft servers Despite their recognition among youth (ages 6 - 14), we all know little in regards to the social and technological options of "in-the-wild" Minecraft servers that present themselves as "child-friendly" or "household-friendly." The aims of this work are three-fold:1. To research the rhetoric of child-/household-friendliness and the socio-technical mechanisms of such servers (Examine I: 60 servers), 2. To grasp the lived experiences of server employees who reasonable on such servers (Study II: 8 youth and 22 moderators), and 3. To discover a design paradigm for technological mechanisms that leverage the strengths of a kid-/family-pleasant server group while also supporting moderators' practices (Examine III) I draw from interdisciplinary theories and structure this dissertation round two essential arguments about kid-/household-pleasant Minecraft server ecosystems. First, I argue that they are instantiations of play-based mostly affinity networks created by adults that promote opportunities for youth to explore their pursuits and social connections. Second, I argue that the social and technological mechanisms mirrored within the server rules and moderators' practices are characteristic of servers that self-describe as kid-/family-friendly. Examine I contributes a taxonomy for understanding server rules and an empirical characterization of three server genres - kid-/family-pleasant (n1 = 19); common-family-pleasant (n2 = 20); and basic (n3 = 20) in Minecraft. Research II reveals moderators' motivations and socio-technical practices in kid-/family-friendly servers. The findings show that grownup moderators encourage youth-led creative roleplays, support the pursuits of younger gamers (e.g., Hogwarts virtual world, virtual Satisfaction Day celebrations, and many others.), and provide mentorship to youth moderators on their servers. Blaster Music Study III theorizes the potential for automated prosocial tools in play-primarily based areas by means of a Discord Bot referred to as "UCIProsocialBot" inside OhanaCraft, one in every of the kid-/household-pleasant server communities. Collectively, these findings provide a set of social and technological features which will substantiate a mannequin for designing kid-/family-friendly on-line playgrounds. This work theorizes that kid-/household-pleasant servers can actualize positive youth improvement when their self-narratives, social practices, and technological mechanisms are aligned with adolescent developmental needs.