LEADER 04602oam 2200745Ia 450 001 9910139368803321 005 20190503073351.0 010 $a0-262-25897-8 035 $a(CKB)2520000000006519 035 $a(MH)012095120-7 035 $a(SSID)ssj0000483348 035 $a(PQKBManifestationID)12190374 035 $a(PQKBTitleCode)TC0000483348 035 $a(PQKBWorkID)10547243 035 $a(PQKB)10142822 035 $a(MiAaPQ)EBC3562629 035 $a(OCoLC)503337636$z(OCoLC)549315554$z(OCoLC)995231698$z(OCoLC)1053420322$z(OCoLC)1057426948$z(OCoLC)1057438464$z(OCoLC)1057659510 035 $a(OCoLC-P)503337636 035 $a(MaCbMITP)8518 035 $a(OCoLC)1053420322 035 $a(MdBmJHUP)muse70634 035 $a(MiAaPQ)EBC5518375 035 $a(Au-PeEL)EBL5518375 035 $a(OCoLC)503337636 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/78490 035 $a(EXLCZ)992520000000006519 100 $a20100203d2009 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe civic potential of video games /$fJoseph Kahne, Ellen Middaugh, and Chris Evans 210 $aCambridge, Mass. $cMIT Press$dİ2009 210 $aCambridge, Mass. $cMIT Press$dİ2009 215 $a1 online resource (xiii, 94 p. )$cill. ; 225 1 $aThe John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-51360-9 320 $aIncludes bibliographical references. 327 $aIntro -- 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. 330 $aThis report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games. 410 0$aJohn D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. 606 $aVideo games$xSocial aspects$zUnited States 606 $aVideo games and teenagers$zUnited States 606 $aYouth$xPolitical activity$zUnited States 606 $aYouth$xSocial networks$zUnited States 610 $aEDUCATION/Digital Media & Learning 610 $aGAME STUDIES/Games in Education 610 $aSOCIAL SCIENCES/Media Studies 615 0$aVideo games$xSocial aspects 615 0$aVideo games and teenagers 615 0$aYouth$xPolitical activity 615 0$aYouth$xSocial networks 676 $a794.8 700 $aKahne$b Joseph$0862172 701 $aMiddaugh$b Ellen$0862173 701 $aEvans$b Chris$g(M. Christina)$0862174 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910139368803321 996 $aThe civic potential of video games$91924564 997 $aUNINA 999 $aThis 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