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The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)

The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)Authors: Joseph Kahne, Ellen Middaugh, Chris Evans
Publisher: The MIT Press


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Format: Kindle eBook
Language: English (Published)
Media: Kindle Edition
Pages: 111
Number Of Items: 1

ASIN: B0030EFOO0

Publication Date: June 5, 2009

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Product Description

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.



Product Description

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.




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