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, etc.) or c...

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Hlavní autoři: Kahne, Joseph, Middaugh, Ellen, Evans, Chris
Médium: Online
Jazyk:angličtina
Vydáno: The MIT Press 2022
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On-line přístup:ONIX_20220221_9780262258975_11
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author Kahne, Joseph
Middaugh, Ellen
Evans, Chris
author_browse Evans, Chris
Kahne, Joseph
Middaugh, Ellen
author_facet Kahne, Joseph
Middaugh, Ellen
Evans, Chris
author_sort Kahne, Joseph
collection Directory of Open Access Books
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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spelling doab-20.500.12854ir-784902024-03-29T13:51:34Z The Civic Potential of Video Games Kahne, Joseph Middaugh, Ellen Evans, Chris Impact of science and technology on society Educational equipment and technology, computer-aided learning (CAL) bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL) bic Book Industry Communication::P Mathematics & science::PD Science: general issues::PDR Impact of science & technology on society thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL) thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society 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. 2022-02-21T15:09:45Z 2022-02-21T15:09:45Z 2009 book ONIX_20220221_9780262258975_11 9780262258975 9780262513609 https://directory.doabooks.org/handle/20.500.12854/78490 eng The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning image/jpeg n/a https://doi.org/10.7551/mitpress/8518.001.0001 The MIT Press The MIT Press 10.7551/mitpress/8518.001.0001 10.7551/mitpress/8518.001.0001 ae0cf962-f685-4933-93d1-916defa5123d 9780262258975 9780262513609 The MIT Press 112 Cambridge open access
spellingShingle Impact of science and technology on society
Educational equipment and technology, computer-aided learning (CAL)
bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL)
bic Book Industry Communication::P Mathematics & science::PD Science: general issues::PDR Impact of science & technology on society
thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)
thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society
Kahne, Joseph
Middaugh, Ellen
Evans, Chris
The Civic Potential of Video Games
title The Civic Potential of Video Games
title_full The Civic Potential of Video Games
title_fullStr The Civic Potential of Video Games
title_full_unstemmed The Civic Potential of Video Games
title_short The Civic Potential of Video Games
title_sort civic potential of video games
topic Impact of science and technology on society
Educational equipment and technology, computer-aided learning (CAL)
bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL)
bic Book Industry Communication::P Mathematics & science::PD Science: general issues::PDR Impact of science & technology on society
thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)
thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society
topic_facet Impact of science and technology on society
Educational equipment and technology, computer-aided learning (CAL)
bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL)
bic Book Industry Communication::P Mathematics & science::PD Science: general issues::PDR Impact of science & technology on society
thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)
thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society
url ONIX_20220221_9780262258975_11
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