The Civic Potential of Video Games

This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning,...

Full description

Saved in:
Bibliographic Details
Main Author: Kahne, Joseph (auth)
Other Authors: Middaugh, Ellen (auth), Evans, Chris (auth)
Format: Electronic Book Chapter
Language:English
Published: Cambridge The MIT Press 2009
Series:The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
Subjects:
Online Access:DOAB: download the publication
DOAB: description of the publication
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000naaaa2200000uu 4500
001 doab_20_500_12854_78490
005 20220221
003 oapen
006 m o d
007 cr|mn|---annan
008 20220221s2009 xx |||||o ||| 0|eng d
020 |a mitpress/8518.001.0001 
020 |a 9780262258975 
020 |a 9780262513609 
040 |a oapen  |c oapen 
024 7 |a 10.7551/mitpress/8518.001.0001  |c doi 
041 0 |a eng 
042 |a dc 
072 7 |a JNV  |2 bicssc 
072 7 |a PDR  |2 bicssc 
100 1 |a Kahne, Joseph  |4 auth 
700 1 |a Middaugh, Ellen  |4 auth 
700 1 |a Evans, Chris  |4 auth 
245 1 0 |a The Civic Potential of Video Games 
260 |a Cambridge  |b The MIT Press  |c 2009 
300 |a 1 electronic resource (112 p.) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning 
506 0 |a Open Access  |2 star  |f Unrestricted online access 
520 |a This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games. 
540 |a Creative Commons  |f by-nc-nd/4.0  |2 cc  |4 http://creativecommons.org/licenses/by-nc-nd/4.0 
546 |a English 
650 7 |a Educational equipment & technology, computer-aided learning (CAL)  |2 bicssc 
650 7 |a Impact of science & technology on society  |2 bicssc 
653 |a Impact of science and technology on society 
653 |a Educational equipment and technology, computer-aided learning (CAL) 
856 4 0 |a www.oapen.org  |u https://doi.org/10.7551/mitpress/8518.001.0001  |7 0  |z DOAB: download the publication 
856 4 0 |a www.oapen.org  |u https://directory.doabooks.org/handle/20.500.12854/78490  |7 0  |z DOAB: description of the publication