Introduction
Very few digital games can be described as a cultural phenomenon. From players that identify as “gamers,” extending a sphere of influence to anyone with a passing interest in mainstream popular culture (Thompson 2016), it is remarkable to consider how the independently developed game, Minecraft made its impact on mainstream popular culture. One of the key reasons often attributed to this success was its accessibility to a range of audiences and the affordances that it provided users to “play the game” in the manner of their preference (Zolyomi and Schmalz 2017). Minecraft is the rare game that can be almost all things to all players. It was designed to be shared.
While Minecraft can be played as a single player experience, it was most popular as a multiplayer, online game (Zolyomi and Schmalz 2017; Thompson 2016). The increased interactions and socialization between players have...
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Harrison, M., Gesthuizen, R. (2020). Shared Regulatory Planning in Minecraft. In: Tatnall, A. (eds) Encyclopedia of Education and Information Technologies. Springer, Cham. https://doi.org/10.1007/978-3-030-10576-1_138
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