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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Autors principals: Kahne, Joseph, Middaugh, Ellen, Evans, Chris
Format: Online
Idioma:anglès
Publicat: The MIT Press 2022
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Accés en línia:ONIX_20220221_9780262258975_11
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