04602oam 2200745Ia 450 991013936880332120190503073351.00-262-25897-8(CKB)2520000000006519(MH)012095120-7(SSID)ssj0000483348(PQKBManifestationID)12190374(PQKBTitleCode)TC0000483348(PQKBWorkID)10547243(PQKB)10142822(MiAaPQ)EBC3562629(OCoLC)503337636(OCoLC)549315554(OCoLC)995231698(OCoLC)1053420322(OCoLC)1057426948(OCoLC)1057438464(OCoLC)1057659510(OCoLC-P)503337636(MaCbMITP)8518(OCoLC)1053420322(MdBmJHUP)muse70634(MiAaPQ)EBC5518375(Au-PeEL)EBL5518375(OCoLC)503337636(oapen)https://directory.doabooks.org/handle/20.500.12854/78490(EXLCZ)99252000000000651920100203d2009 uy 0engurcn|||||||||txtccrThe civic potential of video games /Joseph Kahne, Ellen Middaugh, and Chris EvansCambridge, Mass. MIT Press©2009Cambridge, Mass. MIT Press©20091 online resource (xiii, 94 p. )ill. ;The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and LearningBibliographic Level Mode of Issuance: Monograph0-262-51360-9 Includes bibliographical references.Intro -- Contents -- Series Foreword -- Acknowledgments -- About This Report -- The Civic Dimensions of Video Games -- Youth Civic and Political Engagement -- Potential Links between Video Games and Youth Civic and Political Development -- Research Questions -- Study Design -- Findings -- Discussion and Implications -- Next Steps for Parents, Educators, and Game Designers -- Research Agenda -- Conclusion -- Appendix A: Parent and Teen Survey on Gaming and Civic Engagement Methodology -- Appendix B: Regression Analysis -- Notes.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.John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning.Video gamesSocial aspectsUnited StatesVideo games and teenagersUnited StatesYouthPolitical activityUnited StatesYouthSocial networksUnited StatesEDUCATION/Digital Media & LearningGAME STUDIES/Games in EducationSOCIAL SCIENCES/Media StudiesVideo gamesSocial aspectsVideo games and teenagersYouthPolitical activityYouthSocial networks794.8Kahne Joseph862172Middaugh Ellen862173Evans Chris(M. Christina)862174OCoLC-POCoLC-PBOOK9910139368803321The civic potential of video games1924564UNINAThis Record contains information from the Harvard Library Bibliographic Dataset, which is provided by the Harvard Library under its Bibliographic Dataset Use Terms and includes data made available by, among others the Library of Congress