Free book for boys and reluctant readers

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Reading is important
Any book that helps a child to form a habit of reading, to make reading one of his deep and continuing needs, is good for him. –Maya Angelou
Most adults would agree that reading is important, but many kids detest reading. Video games, devices, and TV are preferred entertainment and escape. They provide instant gratification. Reading takes time. For some kids, reading isn’t engaging.
I had this same problem with my son, so I solved the problem.
The classic stories I remember enjoying as a kid don’t interest my son and his immediate attention span. If he doesn’t enjoy the story from page one, he will not read further.

So how did I get my son to read?
I showed him how much fun it is to get sucked into a story.
Your book is amazing I can’t stop reading it – Joseph Young via twitter
Contemporary and Classic titles alike don’t interest many kids. Don’t worry, the love of reading is learned. We need a starting point. We need that one book that is just as engaging on the first read as the fifth, just like a really great movie that kids want to see again and again. A positive association with reading will make kids want to read more.
A love of reading is cited as the number one indicator of future success. My son didn’t have the desire to read. He didn’t care about the books I chose to read to him, and was overwhelmed with the selection at the library. I want my son to succeed, so I had to do something. Since we struggled to find books he cared to read, I wrote one. An epic saga about the things he loves. I put it in a world he loves and addressed the issues he faces in his life.
I just love your books I’ve been reading them over and over again. -Carson via twitter
But it’s a video game book
Don’t worry; it’s not a book about video games, nor is it a game strategy book. Flynn’s Log is a hero’s journey that takes place inside the Minecraft world that today’s kids know and love. The protagonist, Flynn, naturally flows through Maslow’s hierarchy of needs (builds shelter and tools, learns what to eat and discovers a digital friend) and faces questions about his destiny. He learns important life lessons about friendship, integrity, and trust. Flynn’s Log is good for kids without being boring.
Thank you so so much for the free ebook. My son loves Minecraft now with this book I can get him to read to me. – Jennifer Wilkins
Start your son or daughter on journey today, reading Flynn’s Log 1: Rescue Island. Free on available these devices and apps.

Flynn’s Log is free on the following devices
Choose your device
KindleiPad/iPod/iPhoneGoogle Play (Android Tablets)nookkoboRead Online
US$8.99 Paperback
Why is Flynn’s Log 1 Free?
My son loves reading — finally. If you have experience with a reluctant reader then I know your pain and I want to help. I’ve seen thousands of kids transform with this book. My readers, who don’t usually read books during the summer, couldn’t put Flynn’s Log 1 down.
Good book I thought I would never read a book on my summer but I feel I’m gonna finish it soon – Multigamer 47 via twitter
Let this book change your kid’s life too. You have nothing to lose and an avid reader to gain.
Once you learn to read, you will be forever free.
–Frederick Douglas
I am giving away Flynn’s Log 1 free because I want to give you a risk-free way to hook your reluctant reader.
Please and I mean PLEASE, WRITE MORE! I absolutely love it! They’re outstanding books.
-Devon123321 via twitter
What are Books for Boys?
I spend lots of time with teachers and parents. I hear parents ask, “How do I get my son to read? Do you have books for boys?”
I wrote the Flynn’s Log series for my son, and this book is interesting for boys. However, the series is a non-stop read for both boys and girls, especially those who are interested in Minecraft.
The more that you read, the more things you will know. The more that you learn, the more places you’ll go.
—Dr. Seuss
What are you waiting for?
You have nothing to lose!

Flynn’s Log is free on the following devices
Choose your device
KindleiPad/iPod/iPhoneGoogle Play (Android Tablets)nookkoboRead Online
US$8.99 Paperback
News for Parents of Reluctant Readers
Get Reluctant Reader Book News from Stone Marshall
Lego Worlds is a fantastical building behemoth…just don’t compare it to Minecraft
In March, Warner Bros is bringing its sandbox title Lego Worlds to console after nearly two years in open development.
The PS4 and Xbox One versions – with Nintendo Switch to follow – overhaul controls and add in story elements, but remain a Lego fans digital dream: a massive palette where almost anything imaginable can be built out of Lego, without the threat of stepping on a misplaced brick.
WIRED speaks with Chris Rose, associate producer at developer TT Games, on Lego Worlds‘ differences to certain other brick building games, lessons learned from releasing the game on Early Access, and whether Lego Batman will be making an appearance.
WIRED: How do you feel about the inevitable Minecraft comparisons?
Chris Rose: It’s not just Minecraft – we get compared to all the different building games, I’ve heard just about every comparison out there! I’d say the biggest differences we’ve got would be the brick resolution, which improves the terrain. A lot of sandbox games are what we call voxel-based, so cubes, or smaller cubes making up larger cubes. Generally speaking, they’re set to a few shapes, and that’s how you build the world around you.
We were adamant we wanted to make sure the worlds were as natural looking as we could get them, using slopes and bricks of all sorts of shapes and sizes. We felt, being Lego, there’s no ‘default’ – every brick is as relevant and useful as the next one, so it was important the terrain looked like it included as much Lego as possible.
Then we have the active vehicles, things like drills and steamrollers; tools like bazookas to blow up huge chunks of terrain; creatures like dragons and T-rex that you fly and ride. I think we’re at the point now [from Early Access] where people have finally recognised that actually, Lego Worlds is a very different game. The only similarity to other builder games is that, well, you can build stuff.
How does the difference in Lego brick shapes meaningfully change the experience?
It lets you create at a different scale. If you’re building something that has a lot of roundness to it, you have to make it quite big when you’ve only got cubes available to you. We’ve given you the shapes to make objects on a much smaller scale. If you want a bigger scale, you can do that anyway, but it means you don’t have to do huge recreations of stuff – you can build 1:1, or slightly bigger or smaller.
We’ve also added tons of door and window types. It sounds pretty simple but a bank vault door is pretty big – you want to make sure it feels weighty as well, like you can’t easily destroy it.
You launched in Early Access on Steam in 2015. What have you learned in that time?
First and foremost how much people wanted this game to be made. We knew people would like it, but we were blown away by how positive people were towards it. Even the negative reactions weren’t full blown “we hate this” – they were reasoned complaints that made sense. [It gave us] information to take on board, so we could reconsider some of the decisions we’d made.
[For instance], the UI has changed four times in the past two years, and one of those never even saw the light of day. We hated it, it wasn’t good enough.
Mainly, we wanted to try out new stuff. Because we were in Early Access, we were in an environment where you can use some trial and error – people are a bit more forgiving when you have that approach.
Bringing the game to consoles, how have you adapted the more precise controls of mouse and keyboard?
We’ve iterated the controls four or five times, with all sorts of tests – bringing kids in, public tests, and feedback from the community.
We’d supported controllers [on PC], but with mouse and keyboard you can get in close. My approach was that [in any form] a pointer should act like a trackpad. I used to exclusively play Worlds in Early Access on a trackpad. I thought the [controller’s] thumbstick should behave in a similar manner, so we used that as a focus. The pointer behaves in places like you’d expect a mouse to, just a very slow mouse, but the actual building tools themselves are finely tuned so they don’t shoot off or snap bricks out of place.
You’ve announced you’ll be allowing players to share their Lego Worlds creations – how will that work?
It’ll be involve sharing models more than whole worlds, because the world data size is massive. We don’t want to over-do it and eat up people’s bandwidth usage. We settled on the models as they’re a lot smaller – some of them are only a few megabytes. The idea is you’ll use a tool in-game to copy what you want to capture, go into a micro-editor, and when you save it there’s a tick box to upload it to our servers.
Will you allow world sharing if there’s demand?
I wouldn’t say it’s inconceivable [but we’ll see] if we get enough feedback. What we have said is that when the game is out we’re going to do something very similar to what we did in Early Access – every once in a while, we’re going to step back and absorb the information, listen to what everyone is saying.
We’ll do that for the release of the title, as we’re effectively starting over with more people involved, with Xbox and PlayStation players coming in. If people turn around and say they want to share their entire world, then we’ll figure something out.
Will user-created content be cross compatible between formats?
The model file is Lego’s own system. If you have the LDD tool – Lego Digital Designer – there’s a filetype called LXFML. You could build something on the PC version now in LDD, import it into your save file folder, and it’ll work in the game. Obviously you can’t get into the directories on console, but it’s still LXFML that we use, so shared models will be cross compatible.
Lego games are almost synonymous with licenced characters – will other properties be coming to Worlds?For now, we’ve taken the approach that [i]Lego Dimensions was the mash-up. We’d like Worlds to sit in its own bubble for a while and be free of those IP approaches, or being tied into all that. We’re trying to focus it very heavily on the Lego themes – City, Creator, Minifigs for characters – and we’ve found that’s working quite well. Some people are asking us “can we get a Star Wars pack, an Indiana Jones pack, a Lego Batman pack?” It’s not that we don’t want to, it’s just that we think we’ve done those in other ways, so we don’t want to over-do it. It’s nice to have a game that isn’t tied into any other franchises.
Lego Worlds launches on PS4 and Xbox One on March 10; the Nintendo Switch release date for the game has not been revealed.
Lego Worlds is a fantastical building behemoth…just don’t compare it to Minecraft
Finally! Minecraft: Pocket Edition comes to Windows 10 Mobile
Furthering the running gag that Microsoft is slow to the draw and deficient in apps in regards to its smartphone platform, Minecraft: Pocket Edition is just now heading to Windows 10 Mobile.
Though previously available on Windows Phone 8, Minecraft developer Mojang dropped support for Microsoft’s older mobile OS back in October of last year.
Minecraft: Pocket Edition’s arrival on Windows 10 Mobile now means those who’ve upgraded will also finally catch up on major updates that they have missed out on since, including Achievements and support for Realms, add-ons, and texture packs.
A Minecraft in every phone
The ultra-popular brick building game coming to Windows 10 Mobile may as well just be a formality at this point, with the game already selling over 100 million copies and counting, and the handheld Pocket Edition and console ports outselling the PC original almost 2 to 1.
That said, it’s still amusing to think that one of the latest systems to just now get in (or rather, back in) on one of gaming’s biggest, best-selling brands is Microsoft’s own, considering it owns Minecraft after purchasing Mojang for $2.5 billion back in 2014.
Thankfully for owners of the previous version, anyone who purchased the game for Windows Phone 8 will be able to download the Windows 10 Mobile version at no additional charge.
Star Wars: Force Arena gets first big update as Netmarble adds new units, improves rewards
The big, recently released Star Wars mobile game is getting its first wave of new content.
Netmarble is updating Star Wars: Force Arena, its head-to-head strategy battler, on iOS and Android today. This patch is the publisher’s first major attempt to bring changes to the game, and that means a shift in how seasons work, new units, and an upgraded user interface. Force Arena plays a lot like Supercell’s 2016 mobile hit Clash Royale, but it features hero characters like Han Solo and Boba Fett that players control and use in conjunction with grunts like Rebel soldiers and Stormtroopers. Updates like this keep the game running smoothly, but it should also potentially bring lapsed players back to the game and get them spending money on the microtransactions.
One of the biggest changes to Force Awakens is how its reward system works. These balance tweaks will increase the likelihood that players will get powerful units that can compete at a higher level. New units are the other major tweak. Force Arena now has an Aqualish Engineer and Wed Treadwell Droid, which can each repair turret units for the Rebel Alliance and the Empire, respectively.
“We are happy to announce an upgraded reward system into Star Wars: Force Arena, which will give players more gold packs and leader cards,” Netmarble chief marketing officer Seungwon Lee said in a statement. “The two new characters will bring in more strategy into the game as we expect more players to enjoy and have fun and play with their favorite Star Wars characters.”
Additional changes to Force Arena include improvements to guilds, trading, and the tutorial.
Star Wars: Force Arena gets first big update as Netmarble adds new units, improves rewards
Minecraft gets updated for Windows phones — yes, really
Minecraft lives on Windows Mobile devices.
Developer Mojang has updated Minecraft for Windows 10 Mobile, and you can get it for free if you already own it and update your Windows Phone 8 device to Windows 10 Mobile. In this version of the game, players can access important new features like achievements, the update that adds Minecraft’s The End region, and the Realms multiplayer functionality. That support for Realms also means that you can use your Windows 10 Mobile smartphone to log into official Mojang servers to play online with you friends on iPhone, Android, or Windows 10 PCs.
“We stopped shipping Minecraft updates for Windows Phone 8 back in October last year,” Mojang developer Marsh Davies wrote in a blog post. “Of course, players can still carry on building and exploring their worlds as they always have, but, to get access to the newest Minecraft goodies, DLC, and other fun stuff, you’ll have to upgrade to the Windows 10 Mobile version of the game.”
This is a small part of Mojang and Microsoft’s efforts to bring all of Minecraft under one code base. The game still runs on separate foundations when it comes to the original PC version, the console versions, and the mobile versions, but the company has made a lot of effort to bring all of the mobile versions into parity. Moving ahead, the companies have a long-term plan to further join together the various offshoots of Minecraft across platforms.
Sweden uses Minecraft for urban planning
Swedish National Land survey has put its maps on Minecraft to promote its work
“We were going to launch some maps as open data and I thought it would be great to do it on Minecraft, and our managers liked the idea,” Bobo Tideström, business developer at the Lantmäteriet, told Computer Weekly.
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Tideström introduced the idea of a Minecraft Sweden in August 2015, and the complete map of Sweden and individual maps of each of its 290 municipalities were released to the public four months later. “For a governmental department, we completed the project very fast,” said Tideström. Lantmäteriet had a small internal team working on the project while the map data was converted to Minecraft by outside consultants using FME mapping tools.
The maps have gathered over 19,000 downloads to date, but Tideström believes their reach is far wider through the visibility of the project and the use of the maps in various other projects, such as a competition for schools to design a future city in the municipality of Kiruna.
“We were surprised that municipalities and organisations have started to use Minecraft as an actual planning tool for city development and have a dialogue with citizens,” said Tideström. “It is an easy way to translate maps into 3D, which makes it far easier for people to see how their city will look.”
The project, which cost an estimated kr400,000 (£36,000), has also received an accolade from the IT community, winning Digital Project of the Year at the Swedish CIO Awards.
Sweden is not the first country to recreate itself in Minecraft. Denmark and Norway have previously had similar projects, but Tideström said Lantmäteriet has gone a step further with the granular data the maps offer, from roads and lakes to forests and grasslands.
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Lantmäteriet used the earlier project in Denmark for benchmarking, namely in opting for downloadable maps instead of a server-based approach. “In Denmark, they had an open server so people could log in and play,” said Tideström. “They had big problems with houses being torn down by players.”
The Swedish maps are available in 8×8 metre resolution (each Minecraft block is equivalent to eight meters). While this means small file sizes for downloading, the maps are more suitable for roaming the landscape than building detailed houses. To address this Lantmäteriet has so far launched four municipalities in a higher (1×1) resolution to enable more creativity.
“In some areas, schoolkids have built the whole centre of a town so it looks like real life, with the right textures and colours,” said Tideström.
Tideström said the Minecraft project hasn’t faced any major technical issues, but it has had an impact on Lantmäteriet’s approach to IT projects. The agency is now encouraging more experiments and fast deployments in addition to traditional large-scale projects.
“We realised if we would have taken this project through our normal process of driving things, we would have released it in 2018 or 2019,” he said. “We are now looking into how we can change this prioritisation and act faster with the deployment of ideas.”
Bring Minecraft to Life With These Cheap 3-D Printers
In all likelihood, 3-D printing will forever remain a niche thing. But if you or your kid happen to reside in that niche, making your own stuff has become crazy accessible.
Much of the reason is software: Microsoft’s Paint 3-D app in the upcoming Windows 10 Creators Update makes designing 3-D objects super simple, and kids can even print out their own Minecraft creations. But the hardware is following suit, as 3-D printers are now much cheaper and easier to use.
How cheap? For less than $300, you can now buy a capable and beginner-friendly 3-D printer. There are solid models from Monoprice that cost even less, but XYZprinting has 3-D printers for kids and beginners that will look better in your workspace. They’re essentially designed to fill the void left empty by the long-delayed Mattel ThingMaker. But as a well-timed bonus, they also play nice with Windows 10’s latest maker-minded features.
The cheapest and smallest of the lot is the Da Vinci Nano, a $230 box slated to ship by the middle of the year. It’s designed to just plug in and work with a Windows PC like a mouse or keyboard, with the ability to print out objects up to the size of a 4.7-inch cube. In case you’d rather just print stuff without futzing around in Paint 3D, there’s a database of toys and other objects on XYZprinting’s site.
But there’s even an easier version of the printer designed for kids. The Da Vinci MiniMaker sells for $250, and it’s capable of larger 5.9-inch-cubed print jobs. In addition to being able to print out Paint 3D projects and Minecraft models in Windows 10 Creators Update, XYZprinting has a downloadable STEAM education package with tutorials and projects for K-12 students.
Both printers use XYZ’s proprietary PLA filament, which is non-toxic in case your kid decides to eat the green hamburger they just conjured. The printers have a resolution of 100 microns, which is far from what the industry considers high resolution, but a lower quality is to be expected for the price. If you fork over an extra $250 for the separately-sold 3-D Scanner Pro, you can make low-res 3-D clones of every object in your home. Even a (non-working) version of the 3-D printer itself.
Meet the blockheads: a rare glimpse inside Minecraft’s HQ
You wouldn’t know, turning into this nondescript street in Stockholm and padding up the stone steps to Minecraft HQ, that anything special was being made up here. The truth only becomes clear when you step through the door and discover the endless shelves filled with awards (including a Bafta) and the vast boxes of Minecraft merchandise piled in every corner. This is where they make what many regard as a digital version of Lego: a game that’s been downloaded more than 100m times on PCs, consoles and smartphones since its launch in 2009. If you have children aged between six and 16, the chances are they’re hooked on this strange, blocky pursuit. And the chances are you’ve asked yourself: why?
To truly understand the appeal of Minecraft, you need to understand the studio behind it. Five years ago, when makers Mojang moved to this first-floor office in the trendy area of Södermalm, they wanted it to have the feel of a gentlemen’s club. In came Chesterfield sofas, a snooker table and lots of dark oak furniture. They even designed a Mojang coat of arms, which hangs near an enormous banqueting table. The aim was to make a nice place to hang out, meet people and have fun – an environment that felt personal. In short, they wanted the office to be like Minecraft.
Even now, with more than 80 staff, this still seems the case. New arrivals are asked to choose a favourite portrait from history, then Vu Bui, the chief operating officer and a keen photographer, takes a snap of them, which is sent to a company in China that refashions the painting using the employee’s face. These portraits line the office: whenever staff look up, they see their own faces staring back, depicted as soldiers, monks and queens.
Minecraft arrived in my household in 2012. As games editor for the Guardian, I’d heard of it, but somehow hadn’t got round to playing it. As soon as I saw the blocky landscape load up and heard the soothing piano soundtrack trickle out, I knew someone who would like it: my eldest son, Zac. He’d just been diagnosed on the autism spectrum and I knew that we’d need to find new ways to communicate with him. His vocabulary was limited and he had little patience for painting or drawing. Although he enjoyed being read and spoken to, he didn’t say much back.
Zac had always loved technology, though, learning to use an iPad before he could walk. He responded to Minecraft immediately. He started to experiment, chopping down a few trees, digging a shallow quarry – the usual beginner stuff. But before long, with his younger brother, Albie, he was making houses, then mansions, then giant, sprawling castles.
More importantly, for the first time in his life, he was talking to us about what he was doing. For the next two years, I think every single conversation he started was about Minecraft, but we didn’t care. He’d gone from grunted responses, one or two words, to lively tales of zombies, naughty pigs and wildly ambitious building projects. It was a revelation.
After writing an article about our experiences with Minecraft and autism in early 2015, I soon found out I wasn’t alone. I was inundated with tweets, emails and comments from other parents. The game was not only bringing people together – it was teaching basic skills. To play Minecraft you need to collect certain resources. A bed, for example, requires you to combine wood and wool, while a longbow is made from a stick and some string. There’s no story, no mission, just you and a world of possibilities.
I’m thinking about this while sitting in a meeting room in the cluttered Mojang office, chatting to the company’s CEO, Jonas Mårtensson. He was at a Minecraft convention in Orlando Florida four years ago when he realised there was more to all this than just a game. He’d only just joined Mojang, coming straight in to lead the studio. He had previously worked in the hard, fast and serious world of gambling. Now he was at a video game community conference, surrounded by families walking around with foam swords and giant cardboard helmets. So he started talking to them; wandering the hall, trying to find out why they liked playing this weird building simulation.
“I met this dad, a soldier, I think he’d been based in Afghanistan,” he says. “While he was out there, he would call back home and speak to his young son, but he didn’t really get his full attention for more than five minutes before the boy ran off to do something else. But when they were playing Minecraft, he could sit for hours, and they spent that time together.”
Minecraft is now being used in schools all over the world. The company released an education version, which allows teachers to set up classroom servers where students build scale models of their own towns; learn about geography, agriculture, architecture and physics. But the game has had specific value for autistic children who respond to its simple visuals, open design and logical, interlocking systems. You can do what you like in the world, but everything adheres to strict physical rules. If you put sand in the furnace, it makes glass. If you make a sword out of iron, it’s stronger than a sword made out of wood.
There have always been computer games that let you build things. Indeed, original developer Markus “Notch” Persson was highly influenced by Infiniminer, a block-building game released in 2009 that also featured construction and mining. But those games didn’t take off in the way Minecraft did. I ask Jens Bergensten, who has been creative director since Notch handed over the reins in 2011, why he thinks that is. “It’s the way that you build in the first-person perspective, and you only interact with one block at a time,” he tells me. “It’s also very open-ended. It doesn’t tell you what to build.”
Markus “Junkboy” Toivonen oversees all the game’s merchandising, working with toy manufacturers to make sure the various action figures, playsets and official books express the feel of the game correctly. “When I came on board at Mojang I could see, like, a billion things I would improve about Minecraft,” he says. “But over time I’ve grown to respect the naive qualities of the visuals. The communication is so straightforward and simple, and I now realise that’s part of the appeal. If someone else had become involved early on and made it pretty, I honestly don’t think it would have been as successful.”
Bergensten agrees. Since Minecraft’s release, there have been dozens of copycats, all looking to expand on what the game offers, hoping to attract a fraction of its gigantic audience. Some have fared well, but nothing has come close to the simple purity of Mojang’s vision. “Clones tend to add a lot of visual information to the textures,” he says. “Minecraft is kind of cartoony because of the low resolution, the low fidelity. But a benefit of that is it allows you to fill the world in with your own imagination.”
This definitely resonates with Zac. The game’s awkward, blocky aesthetic makes him less self-conscious about what he makes. Even a multi-coloured stack of wool bricks and stone bricks with weird shapes jutting out looks sort of good. It works. Nowadays, most Lego sets are rigidly designed around specific movie and TV tie-ins. But Minecraft is still in that space where anything you make is absolutely fine.
When Mojang was first formed in 2009, it was Notch, co-founders Jakob Porsér and Carl Manneh, and a small group of programmers working out of an apartment a few blocks away from the current office. They’d hang out, code a bit, mess around. “It was a geeky boys’ club,” laughs Toivonen. But it’s not a boys’ club any more. Many of the staff are women, reflecting the gender-neutral nature of the game itself. When you attend a Minecon event, you see just as many girls as boys. Minecraft is up there with Pokémon as a truly universal gaming experience. This is another reason for its extraordinary success: everyone is welcome.
I chat to Maria Lemón, who joined the company four months ago as a programmer. She’s been playing Minecraft for years, and jumped at the chance to work on the game. “I’ve always played video games – that is what’s most fun in life,” she says. “When I was 12 our family computer broke, so me and my brother built a new one of our own and used it for gaming. My daughter is only one, but I have a long-term plan to make her a gaming professional. I named her Zelda, so she’s doomed to be a gamer.”
Maria is one of a big group of staff who stop work every Friday afternoon to play games. And what do they play? “Mostly Minecraft,” she laughs. She favours highly customised versions, created by the vast modding community that designs and shares its own texture maps, items, creatures and even new stories and adventures, making them available online. Players can easily download these files into Minecraft and suddenly have a version of the game that looks like it’s set in space or Middle-earth.
The fact that Mojang has embraced hobbyists and hackers has been an essential part of the experience. “The way Notch handled the game in the early days – he didn’t care if people copied it,” says Michael Stoyke, who created the tools that a lot of people use to modify Minecraft before getting a job at Mojang three years ago. “If anything it was beneficial – it spread the game more,” he says. “If you look at his old blog posts, Notch was a little bit annoyed that we’d cracked Minecraft open and started making mods, but he didn’t mind in the end. It’s a game where we don’t stop you – you can do whatever you want. A big publisher would never have done that.”
This sense of ownership that every Minecraft player has is vital – it’s the heart of the game. When my son was little, he found it hard to express his ideas; there wasn’t much he could tell us. But when he started building in Minecraft, that changed. For him, it wasn’t a game to play, it was a place to be. It was an escape, a safe space, and he was able to model it in his way. I remember him taking me by the hand and leading me to the TV to show me something he’d made – a little house, oddly shaped and constructed from a jumble of different blocks and textures. The game is filled with animals, cows, sheep, dogs, pigs – the dogs were his favourite. He domesticated them and gave them their own room in the house. He guided me around, pointing out little areas of interest, telling me about the purpose of every room. And I just remember trying not to cry. Because this was the first time he’d ever had the confidence to say, “this is mine”.
Did the team at Mojang understand that this happened with their audience? “I hear this a lot,” says Bergensten, “especially talking with kids, they feel it’s their game, not ours. They make up their own rules, they make up their own structures and how to interact with others. They have this sense of ownership.”
It was late in the afternoon when I started talking to Mårtensson about Zac. I told him about how our experiences had led me to write my novel, A Boy Made of Blocks, about a father and an autistic son communicating through Minecraft. “There was a mother I spoke to,” he says. “Her son was autistic, and he was having to switch schools – he was really anxious about it. But they knew he was a fan of Minecraft, so what they did was, they gave him a plan of the school. It showed where his classroom was, and where he entered the building and everything. And he built the school in Minecraft. Later, when he actually started at school, he knew exactly where he was going, and he felt comfortable. That was the moment I cried at Minecon.”
Even after seven years of development, Bergensten still plays. Every year, he takes two weeks off, and he sets up a shared Minecraft world with his younger brother. The two of them build and chat. He loads the map up and shows me their work – his brother mixes lots of materials to build towering, byzantine complexes while Bergensten himself crafts stocky medieval castles. Minecraft has become part of their family lives.
Every year, new features are added – new materials to build with, new boxy animals to rear and new monsters to fight, but there seem to be no plans for a sequel. Later this year, however, there will be a Warner Bros motion picture, a confirmation of the game’s slip into the mass cultural consciousness.
Referring to Minecraft as a computer game is like calling Lego a toy: it’s technically correct, but also reductive. Both are creative platforms; they are about self-expression. On top of that, Minecraft is also a place, it’s a world to explore, to play and meet friends in – it is Narnia, it’s the Hundred Acre Wood. I know that on my old Xbox 360, which is now put away in a cupboard somewhere, I will find that original version of Minecraft, I will find the maps that I first built with Zac – and they’ll take me back. Perhaps many years from now I’ll load it up and explore the first weird little hut we built together.
- This article was amended on February 9 2017 to correctly attribute a quote to Michael Stoyke, and to note that the Minecraft staffer pictured is Kris Jelbring.
• A Boy Made of Blocks by Keith Stuart is published by Sphere at £7.99. Buy it for £6.79 at bookshop.theguardian.com
Minecraft-Like Lego Worlds Delayed For PS4, Xbox One, And PC
Lego Worlds, the Minecraft-style sandbox game that lets you build basically anything with virtual Lego bricks, will launch on PlayStation 4 and Xbox One in March, Warner Bros. has announced.
An announcement today on the PlayStation Blog doesn’t mention a specific date, but the Xbox Store lists it for March 7. The game is currently available on PC through Steam Early Access; the final version is slated to launch on March 7. Today’s announcement confirms a delay, as Warner Bros. previously said Lego Worlds would launch for console and PC on February 21.

A Nintendo Switch version is in development, but a release date for it has not been announced.
A DLC pack called Lego Agents, featuring more characters, vehicles, and weapons inspired by the Lego Agents physical toys, will launch first on PS4. It will be exclusive to Sony’s system for 90 days.
Lego Worlds was released on PC in June 2015 with little fanfare. The sandbox game is made up entirely of Lego bricks, which players can manipulate to build almost anything they want. You can play solo or with friends through local co-op and online multiplayer.
GameSpot’s Lego Worlds Early Access review from June 2015 said, “It’s an absolute delight to explore and build even in the game’s current state, but there’s still plenty of room to grow.”
Lego Worlds is developed by Lego series developer Traveller’s Tales. It is priced at $30, but the Early Access version is available for $15.
Minecraft-Like Lego Worlds Delayed For PS4, Xbox One, And PC
‘Minecraft’ players design Elon Musk’s secret SpaceX Tunnel for him
Elon Musk, founder of SpaceX and Tesla, may be working on a secret underground tunnel that runs from his office at SpaceX to the Los Angeles International Airport. He tweeted a picture earlier this month of what looks like the start of the tunnel along with the word “Minecraft,” and a group of Lithuanian Minecraft players saw it as a challenge.
The crew of players spent two days in Minecraft creating an imagining of the tunnel that runs from SpaceX to LAX and posted a timelapse of the project on YouTube. This was the same crew that built a proposal for a Tesla Gigafactory in Lithuania, which caught the attention of Tesla.
Maybe SpaceX will catch wind of this new Minecraft project and use it as inspiration for whatever secret projects it has going on.
‘Minecraft’ players design Elon Musk’s secret SpaceX Tunnel for him
Learning chemistry within Minecraft video game
- Date:
- February 15, 2017
- Source:
- University of Texas at Dallas
- Summary:
- Scientists are exploring whether teaching real-world science through a popular computer game may offer a more engaging and effective educational approach than traditional concepts of instruction. A group of 39 college students from diverse majors played an enhanced version of the popular video game “Minecraft” and learned chemistry in the process, despite being given no in-class science instruction.
- Share:

A University of Texas at Dallas team is exploring whether teaching real-world science through a popular computer game may offer a more engaging and effective educational approach than traditional concepts of instruction.
In an article recently published in Nature Chemistry, a UT Dallas team — including a materials scientist, two chemists and a game design expert — describes how a group of 39 college students from diverse majors played an enhanced version of the popular video game “Minecraft” and learned chemistry in the process, despite being given no in-class science instruction.
Dr. Walter Voit led the team that created “Polycraft World,” an adaptation or “mod” for “Minecraft” that allows players to incorporate the properties of chemical elements and compounds into game activities. Using the mod and instructions provided on a Wiki website, players can, for example, harvest and process natural rubber to make pogo sticks, or convert crude oil into a jetpack using distillation, chemical synthesis and manufacturing processes.
“Our goal was to demonstrate the various advantages of presenting educational content in a gaming format,” said Voit, a materials science and engineering professor in the Erik Jonsson School of Engineering and Computer Science. “An immersive, cooperative experience like that of ‘Polycraft World’ may represent the future of education.”
Crafting a Teaching Tool
Dr. Ron Smaldone, an assistant professor of chemistry, joined the project to give the mod its accuracy as a chemistry teaching tool. Dr. Christina Thompson, a chemistry lecturer, supervised the course in which the research was conducted, and joined Smaldone in mapping out assembly instructions for increasingly complex compounds. Voit spearheaded a team of programmers that spent a full year on development of the platform.
“Eventually, we got to the point where we said, ‘Hey, we can do something really neat with this,'” Voit said. “We could build a comprehensive world teaching people materials science.”
For Smaldone and Voit, much of the work was finding in-game objectives that provided a proportional difficulty-reward ratio — worth the trouble to build, but not too easy.
“If the game is too difficult, people will get frustrated. If it’s too easy, they lose interest,” Voit said. “If it’s just right? It’s addicting, it’s engaging, it’s compelling.”
Thompson and Smaldone produced more than 2,000 methods for building more than 100 different polymers from thousands of available chemicals.
“We’re taking skills ‘Minecraft’ gamers already have — building and assembling things — and applying them to scientific principles we’ve programmed,” Smaldone said.
Some of the “Polycraft World” gamers became surprisingly proficient in processes for which they had no prior instruction, Voit said.
“We’ve had complete non-chemists build factories to build polyether ether ketones, which are crazy hard to synthesize,” he said. “The demands of the one-hour-a-week class were limited, yet some students went all-out, consuming all this content we put in.”
Dr. Monica Evans, an associate dean for graduate programs and associate professor in the School of Arts, Technology, and Emerging Communication, is a co-author of the paper and leads the University’s game design program, which is ranked as one of the top programs in the country by The Princeton Review.
“It’s quite difficult to make a good video game, much less the rare good game that is also educational,” Evans said. “The ingenuity of the ‘Polycraft’ team is that they’ve harnessed the global popularity of an existing game, ‘Minecraft,’ and transformed it into something that is explicitly educational with a university-level subject.”
Classroom Instruction Not Included
Voit and Smaldone see “Polycraft World” as an early step on the road to a new format for learning without classroom instruction.
“The games that already exist mostly serve only as a companion to classroom learning,” Smaldone said. “The goal here is to make something that stands alone.”
A significant advantage of using such a tool comes in the volume of data it returns on student performance.
“We can measure what each player is doing at every time, how long it takes them to mix chemicals, if they’re tabbing back and forth to our Wiki, and so on,” Voit said. “It gives us all this extra information about how people learn. We can use that to improve teaching.”
Smaldone agrees: “With traditional teaching methods, I’d walk into a room of several hundred people, and walk out with the same knowledge of their learning methods,” he said. “With our method, it’s not just the students learning — it’s the teachers as well, monitoring these player interactions. Even in chemistry, this is a big innovation. Watching how they fail to solve a problem can guide you in how to teach better.”
Smaldone admits the concept must overcome doubts held by some that gaming cannot serve useful purposes.
“There’s a preconception among some that video games are an inherent evil,” he said. “Yet in a rudimentary form, we’ve made a group of non-chemistry students mildly proficient in understanding polymer chemistry. I have no doubt that if you scaled that up to more students, it would still work.”
Voit’s plans for the next version of “Polycraft World” will take it beyond teaching chemistry. Perhaps the most ambitious objectives revolve around economics.
“We’ve worked with several economists, and are developing a monetary system,” Voit said. “There will be governments and companies you can form. A government can mint and distribute currency, then accumulate goods to prop up that currency. We’ll see teams of people learning how to start companies or countries, how to control supply and demand, and how to sustain an economy.
“Learning about micro- and macroeconomics by actually doing it can impart a much richer understanding of what monetary policy looks like and why.”
Evans sees great potential for this project.
“It’s a pleasure to be part of such a unique, transformative project, particularly as it moves forward into the next few stages of development,” she said.
For Smaldone, the appeal of the project comes from both its uniqueness and potential to yield change.
“No one else is doing this to this level. That’s why I think we’ve gotten traction,” he said. “I think we have a chance to make an impact, even if only demonstrating how powerful it is to infiltrate a game with real, serious content. That’s a proof of concept that so far, at least in chemistry, no one has done.”

