The Civic Potential of Video Games
Author(s)
Kahne, Joseph
Middaugh, Ellen
Evans, Chris
Language
EnglishAbstract
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.
Keywords
Video games; social aspects; United States; teenagers; youth; political activity; social networksOCN
503337636Publisher
The MIT PressPublisher website
https://mitpress.mit.edu/Publication date and place
Cambridge, Massachusetts, 2009Series
The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning,Classification
Society and culture: general