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    The Civic Potential of Video Games

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    Author(s)
    Kahne, Joseph
    Middaugh, Ellen
    Evans, Chris
    Language
    English
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    Abstract
    This report draws from the 2008 Pew Teens, Video Games, and Civics Survey, a national survey of youth and their experiences with video games done in partnership with Amanda Lenhart at the Pew Internet and American Life Project, with funding from the John D. and Catherine T. MacArthur Foundation. That survey led to the report, “Teens, Video Games, and Civics,” which examines the nature of young people’s video game play as well as the context and mechanics of their play. In addition to examining the relationship between gaming and youth civic engagement, “Teens, Video Games, and Civics” also provides a benchmark for video and online gaming among young people on a national level and the first broad, impartial look at the size and scope of young people’s general gaming habits.
    URI
    http://library.oapen.org/handle/20.500.12657/26030
    Keywords
    Video games; social aspects; United States; teenagers; youth; political activity; social networks
    OCN
    503337636
    Publisher
    The MIT Press
    Publisher website
    https://mitpress.mit.edu/
    Publication date and place
    Cambridge, Massachusetts, 2009
    Series
    The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning,
    Classification
    Society and culture: general
    Pages
    111
    Public remark
    21-7-2020 - No DOI registered in CrossRef for ISBN 9780262513609
    Rights
    All rights reserved
    • Imported or submitted locally

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    License

    • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

    Credits

    • logo EU
    • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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