Engaging Youth in Urban Planning Discussions with Minecraft: Challenges and Opportunities
This study explores the potential of Minecraft as a game-based platform to engage youth, and particularly NEET youth, in urban planning discussions. Methodology: An exploratory qualitative case study was done in collaboration with a Swedish municipality, using observations of modded Minecraft play sessions, interviews, and ethnographic data from an internship program. Findings: Our data collection led us to identify four themes: (i) Minecraft Enables, the game supports visualization of planning ideas; (Ii) Minecraft Skills Enable, familiarity with the game facilitates participation; (iii) Preferences and Norms, personal ideals shape design choices; and (iv) Understanding Needs, limited awareness of urban functions constrains meaningful engagement. Originality: Unlike prior studies focusing on children or general youth, this research examines NEET youth as a hard-to-reach group and positions Minecraft as a boundary object for participatory planning rather than a formal planning tool. Contribution: This study contributes insight into the use of Minecraft in participatory planning with NEET youth, a rarely studied group in serious games literature and game-based approaches.
Authors
- Romina Rodela (ORCID: https://orcid.org/0000-0003-0070-6794)
- Petri Lankoski (ORCID: https://orcid.org/0000-0002-5247-6807)
- Sofia Lundmark (ORCID: https://orcid.org/0000-0002-5627-2158)
Institutions
- Södertörn University (SE)
Publication Details
- Journal
- International Journal of Serious Games
- Published
- 2026-01-30
- DOI
- https://doi.org/10.17083/v673dj03
- Primary Topic
- Children's Rights and Participation
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Svenska Forskningsrådet Formas
- Vetenskapsrådet