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Minecraft Engagement Report Nov 2017 ———— 1 ———— Former Royal Adelaide Hospital site
FORMER ROYAL ADELAIDE HOSPITAL SITE
M I N E C R A F T E N G A G E M E N T R E P O R T | N O V E M B E R 2 0 1 7
EXECUTIVE SUMMARY
On Sunday, 8 October 2017 at the Tonsley Innovation District, Renewal SA coordinated three Minecraft Challenge Sessions at Hybrid World Adelaide which enabled school children (as well as those young at heart) to build creative ideas in 3D on computers. Participants were asked to show Renewal SA what they thought should be built at the former Royal Adelaide Hospital site (RAH) to attract people from all over the world to spend more time in Adelaide. Broadly, ideas fell into the following clusters:
- Active outdoor play areas such as parkour courses, playgrounds, rollercoasters - Passive outdoor activities such as gardens, outdoor cinemas and petting zoos - Water-related themes such as water parks, gardens, fountains and swimming pools - Indoor activities such as shops and eateries - Giant sculptures as artwork, some integrated as buildings or houses - Use of rail for rollercoasters, transport system or delivery system.
P U R P O S E O F T H E R E P O R T
The purpose of this report is to identify key findings from the Minecraft Challenge Sessions. Due to the visual nature of the exercise, a qualitative reporting approach has been used. It is important to note the intention of this report is to highlight key trends of those who participated.
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BACKGROUND
Renewal SA has been exploring innovative ways to partner with diverse communities to create inspiring places in South Australia. In order for youth engagement to be meaningful, we need to allow young people to express themselves in different ways. Research has shown that the use of information and communication technology options can have a direct impact on increasing youth participation. Youths are drivers and consumers of technological innovation and these alternatives can give them new ways to become informed, shape opinions, collaborate and take action.
W H A T I S M I N E C R A F T
Minecraft is one of the world’s most popular computer games with over 100 million players worldwide. Similar to a digital version of Lego, players can place coloured blocks in Minecraft in a three-dimensional environment to build creative structures such as buildings and cities without complex 3D modelling software. Minecraft is useful for visualising ideas and allows youth to explore various design alternatives by exploring and questioning new perspectives. It also encourages youth to develop a broader understanding of the urban environment and communicate their interests and ideas.
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METHODOLOGY
A base map in Minecraft was provided for participants to build upon. The base map included:
- seven buildings earmarked to be repurposed and remain on site - three coloured areas for participants to use as rough guides with each colour representing a
different category: o red: shops and businesses o green: parks and play areas o blue: arts, entertainment and technology.
Participants were also told they should not feel restricted by the guides if they had an amazing idea that did not quite fit in the areas or connect through the different categories.
Base maps of the former Royal Adelaide Hospital site in Minecraft
Participants were also asked to consider:
- the nearby and existing universities, museum, art gallery, restaurants and Botanic Gardens along North Terrace
- different ideas that are relevant to different ages and people using the space such as friends, family, students, or as someone working in the city.
151 “worlds of ideas” were collected with particular focus on the public spaces at the former RAH site. After approximately one hour of building time, participants were asked to fill out a form to tell us their name, age, gender and what they had built (refer to Appendices).
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KEY FINDINGS
Outlined below is a summary of the key findings from the Minecraft Challenge Sessions. In total, 151 “worlds of ideas” were received. The summary has been broken down into three categories with key findings detailed for each:
- all participants - age group: 6–10 years old, 11–15 years old - gender: boys, girls
Below is the breakdown:
CATEGORY PARTICIPANTS PERCENTAGE
All 151 100%
Age group 6–10 years old 82 54.3%
11–15 years old 60 39.7%
18 years old 1 0.7%
43 years old 1 0.7%
Not provided 6 4.6%
Gender Boys only 104 68.9%
Girls only 39 25.8%
Not provided 8 5.3%
‘Word clouds’ have also been created for each sub-category to provide a visual illustration of the most common themes. The largest, boldest words are the most repeated with the number of times shown in brackets next to each word. It is important to note some words may be related or linked.
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A L L P A R T I C I P A N T S
Below is a word cloud illustrating responses from all participants (151, 100%).
There was a trend for active outdoor play such as parkour and skate parks, rollercoasters, playgrounds, treehouses and courts for ball games, as well as passive outdoor areas such as gardens, hedge mazes, petting zoos and outdoor cinemas. Water-related themes were quite prominent such as fountains, swimming pools and water parks. From an arts perspective, participants built castles and giant statues or sculptures including unicorns, a robot, a Christmas tree and Halloween pumpkin, a shark and a slice of watermelon. Many ideas were integrated with others, for example:
- the giant shark and watermelon slice statues were also buildings or houses - an observatory tower was also a science/innovation laboratory, and marine life study area - railway systems that transport people, food or goods.
Not all participants came up with ideas to reuse the existing buildings. Of those that did, ideas ranged from indoor shops, eateries and kitchens to classrooms, offices and swimming pools as well as rooftop railway systems and camp sites.
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A G E
Below are two word clouds — the one on the left illustrates responses from 6–10 year olds (82, 54.3%), and the one on the right from 11–15 year olds (60, 39.7%).
Similarly, there was a trend for both active and passive outdoor activities. 11–15 year olds built more ideas for passive outdoor areas such as parks and gardens while 6–10 year olds showed a preference for active play such as parkour course, skate parks, rollercoasters and water parks. The younger group also built more fountains, houses, cafés and railway systems. The older group built more areas for basketball, statues and cinemas.
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G E N D E R
Below are two word clouds — the one on the left illustrates responses from boys only (104, 68.9%), and the one on the right from girls only (39, 25.8%).
Both groups showed similar preferences for having parks, rollercoasters, shops and water-related activities on the site. The girls showed a stronger preference for statues, swimming pools and unicorns, while the boys built more shops, houses, fountains, gardens, parkour courses, playgrounds, slides and railways systems.
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APPENDICES
P R I N T E D I N S T R U C T I O N S
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F O R M
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I M A G E S
Clever young crafters at work
Playground with slide, monkey bars and diving board into a pool
Treehouse connected to a trampoline
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Rollercoasters
Parkour courses
Japanese-styled relaxation house
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Hedge maze with water fountain and a sand path leading towards it
Peace garden for people to relax
Stained glass fountains with underground play area for jumping, and
small building with jukeboxes
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Water fountain in a park
Water park with rollercoaster
Swimming pool with café next to it
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Giant robot statue
Giant sheep statue next to play area
Giant sculpture garden
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Building that looks like a shark
Entry to shark building via shark’s mouth
Inside the shark building
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Giant unicorn statue next to treehouse with beds and accommodation
Another giant unicorn statue
Slime art exhibit
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Multi-purpose stage
Multi-purpose stage
Giant “T” tower with laboratories and observatory
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Science laboratory inside “T” tower
Science exhibit inside “T” tower
Observatory inside “T” tower
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Subway restaurant built inside Sheridan building
Glass mosaic building with computers inside
Rooftop campsite on Bice building with tents, campfire area, dining area,
fountain, BBQ area and dance floor
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Rooftop campsite on Bice building: BBQ area and dance floor
Rooftop campsite on Bice building: tents, campfire and eating areas
Rooftop campsite on Bice building
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Food delivery railway system connecting four buildings:
Bice, McEwin, Allied Health Services and Margaret Graham buildings
Unicorn sculpture on Bice building and giant sculpture garden next to the building