Open this publication in new window or tab >>2026 (English)In: International Journal of Enterprise Information Systems, ISSN 1548-1115, E-ISSN 1548-1123, Vol. 13, no 1, p. 261-276Article in journal (Refereed) Published
Abstract [en]
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.
Place, publisher, year, edition, pages
Serious Games Society, 2026
Keywords
Minecraft, young adults, NEET, urban planning, Serious Game
National Category
Other Computer and Information Science
Research subject
Other research area
Identifiers
urn:nbn:se:sh:diva-59120 (URN)10.17083/v673dj03 (DOI)
Funder
Swedish Research Council Formas, 2019-01887
2026-01-302026-01-302026-01-30Bibliographically approved