Catalogue


The civic potential of video games /
Joseph Kahne, Ellen Middaugh, and Chris Evans.
imprint
Cambridge, MA : MIT Press, c2009.
description
xiii, 94 p.
ISBN
0262513609 (pbk. : alk. paper), 9780262513609 (pbk. : alk. paper)
format(s)
Book
Holdings
More Details
imprint
Cambridge, MA : MIT Press, c2009.
isbn
0262513609 (pbk. : alk. paper)
9780262513609 (pbk. : alk. paper)
catalogue key
6862491
 
Includes bibliographical references.
A Look Inside
Summaries
Main 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.
Main 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.
Main 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.
Table of Contents
Series Forewordp. vii
Acknowledgmentsp. ix
About This Reportp. xi
The Civic Dimensions of Video Gamesp. 1
Youth Civic and Political Engagementp. 4
Potential Links between Video Games and Youth Civic and Political Developmentp. 6
Research Questionsp. 9
Why Study the Quantity of Video Game Play?p. 10
Why Study the Civic Characteristics of Video Game Play?p. 11
Why Study the Social Context of Video Game Play?p. 20
Why Study the Demographic Distribution of Civic Gaming Experiences?p. 22
Study Designp. 24
Measuresp. 26
Cautionary Note about Causalityp. 27
Findingsp. 28
Research Question 1: The Quantity of Game Playp. 28
Research Question 2: The Civic Characteristics of Game Playp. 30
Research Question 3: The Social Context of Game Playp. 31
Research Question 4: The Demographic Distribution of Civic Gaming Experiences and Social Contextsp. 34
Discussion and Implications: The Civic Potential of Video Gamesp. 40
Next Steps for Parents, Educators, and Game Designersp. 48
Parentsp. 48
Youthp. 50
Educatorsp. 51
Game Designersp. 54
Research Agendap. 56
Research That Identifies and Assesses the Impact of Civic Gaming Experiencep. 56
Research on the Role Schools Can Playp. 60
Research on Civic and Democratic Decision Makingp. 61
Research on Other Pathways to Participationp. 62
Research on Video Games and the Development of Democratic (or Anti-Democratic) Valuesp. 62
Conclusionp. 64
Parent and Teen Survey on Gaming and Civic Engagement Methodologyp. 65
Regression Analysisp. 72
Notesp. 84
Table of Contents provided by Publisher. All Rights Reserved.

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