The Civic Potential of Video Games

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. Tha...

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, Massachusetts The MIT Press 2009
Series:The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
Subjects:
Online Access:OAPEN Library: download the publication
OAPEN Library: description of the publication
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary: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.
Physical Description:1 electronic resource (111 p.)
Access:Open Access