kids are constantly negotiating what are, at heart, questions of governance. Will their world be a free-for-all, in which everyone can create and destroy everything? What happens if someone breaks the rules? Should they...employ plug-ins to prevent damage, in effect using software to enforce property rights? There are now hundreds of such governance plug-ins.
Seth Frey, a postdoctoral fellow in computational social science at Dartmouth College, has studied the behavior of thousands of youths on Minecraft servers, and he argues that their interactions are, essentially, teaching civic literacy. "You've got these kids, and they're creating these worlds, and they think they're just playing a game, but they have to solve some of the hardest problems facing humanity," Frey says. "They have to solve the tragedy of the commons." What's more, they're often anonymous teenagers who, studies suggest, are almost 90 percent male (online play attracts far fewer girls and women than single-*player mode). That makes them "what I like to think of as possibly the worst human beings around," Frey adds, only half-jokingly. "So this shouldn't work. And the fact that this works is astonishing."
Frey is an admirer of Elinor Ostrom, the Nobel Prize-*winning political economist who analyzed the often-*unexpected ways that everyday people govern themselves and manage resources. He sees a reflection of her work in Minecraft: Running a server becomes a crash course in how to compromise, balance one another's demands and resolve conflict.