sophia fang
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Building a Minecraft Utopia

ethnography, game design research

a communally built heterotopia

This game ethnographic research project explores Minecraft and its players through the conceptualization of realism and Foucault’s notion of heterotopias. Players were interviewed and invited to build limitlessly in a Minecraft creative server to construct a communal utopia.

CONTEXT

Minecraft is a critically acclaimed open-sandbox gaming platform with over 55 million monthly players and 122 million sales. As the classic indie-game success story, Minecraft has cemented its role in the cultural play of an entire generation—despite having no structured plot whatsoever.

Minecraft consists of five game modes: Survival, Creative, Adventure, Hardcore, and Spectator. The most popular two modes—Survival and Creative—differ greatly in gameplay. In Survival, players are mortal and must gather materials to craft food and shelter, while in Creative, players have access to infinite resources, are immortal, and can fly. In particular, the resource abundance of Creative mode has fostered a plethora of mind-blowingly intricate creations built by avid Minecraft players. These creations range from facsimiles of gameworlds from other cultural supersystems (i.e. Game of Thrones, Lord of the Rings, Battlestar Galatica) to functional scale models of the players’ real world environments (bedroom, kitchen, cruise ship). Transforming into amateur content creators, these Minecraft players juxtapose real-world references with their construction of virtual worlds. Many players have even joined forces to create game design companies that generate commissioned work for Minecraft, Microsoft, and international art museums.

THE PROJECT

In the upcoming weeks, I will be running a communal Minecraft building project and observing the players’ gaming behaviors. I decided to interview both amateur players and experienced builders on their experiences with gameplay and social interactions on Minecraft. The amateur players were sourced from the Claremont Consortium student community, while I reached out to expert Minecraft builders via their personal websites, Minecraft forums, and Reddit. In total, I conducted interviews with 7 players (4 amateur players, 3 expert builders) from the United States, France, and Belgium.

After the interview, I asked the players to join my private creative server and build freely in the virtual world for 30 minutes. Building on top of each other’s creations, the interviewers constructed a communal utopia of their choice. I screen-recorded the cumulative building process, and with the footage, I presented my observations in the form of a world tour video.

THEORY

In “Minecraft: Transitional Objects and Transformational Experiences in an Imaginary World,” Landay highlights the five key traits of Minecraft as: interactivity, audiovisual and kinetic aesthetics, user agency, social community, and experiential learning. These five areas served as the theoretical foundation for my interview questions. I was particularly interested in exploring the players’ conceptualization of realism, their involvement in physical or virtual communities related to Minecraft, and Minecraft’s capability as a medium for psychotherapy and creative learning.

WATCH THE WORLD TOUR VIDEO

Video Documentation