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The Civic Potential of Video Games (Read in Full Screen)

The Civic Potential of Video Games (Read in Full Screen)

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Published by The MIT Press
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
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

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Publish date: Jun 5, 2009
Added to Scribd: Apr 22, 2009
Copyright:Attribution Non-commercial No-derivs

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08/21/2013

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The Civic Potential of Video Games
This report was made possible by grants rom the John D. and CatherineT. MacArthur Foundation in connection with its grant making initiativeon Digital Media and Learning. For more inormation on the initiativevisit www.macound.org.
 
The John D. and Catherine T. MacArthur Foundation Reports onDigital Media and Learning
The Future of Learning Institutions in a Digital Age
by Cathy N. Davidsonand David Theo Goldberg with the assistance o Zoë Marie Jones
 Living and Learning with New Media: Summary of Findings from the DigitalYouth Project 
by Mizuko Ito, Heather Horst, Matteo Bittanti, danahboyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and LauraRobinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, KatynkaZ. Martínez, Dan Perkel, Christo Sims, and Lisa Tripp
Young People, Ethics, and the New Digital Media: A Synthesis from the Good  Play Project 
by Carrie James with Katie Davis, Andrea Flores, John M.Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner
Confronting the Challenges of Participatory Culture: Media Education for the21st Century 
by Henry Jenkins (P.I.) with Ravi Purushotma, MargaretWeigel, Katie Clinton, and Alice J. Robison
The Civic Potential of Video Games
by Joseph Kahne, Ellen Middaugh, andChris Evans

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