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.

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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

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article

Engaging Youth in Urban Planning Discussions with Minecraft: Challenges and Opportunities

Romina Rodela, Petri Lankoski, Sofia Lundmark
International Journal of Serious Games
Children's Rights and Participation
article

Engaging Youth in Urban Planning Discussions with Minecraft: Challenges and Opportunities

Romina Rodela, Petri Lankoski, Sofia Lundmark
article en

Abstract

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.

International Journal of Serious Games
Södertörn University (SE)
Svenska Forskningsrådet Formas, Vetenskapsrådet
Sustainable cities and communities
Openalex Percentile: Top 76%
Children's Rights and Participation
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Engaging Youth in Urban Planning Discussions with Minecraft: Challenges and Opportunities — Romina Rodela, Petri Lankoski, et al. · International Journal of Serious Games (2026) | TGRS Research Map | TGRS