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The Civic Potential of Video Games (John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)

The Civic Potential of Video Games (John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)

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About this book

Overview

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.

Book details

Book Information

Title
The Civic Potential of Video Games (John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)
Condition
Like New
A very clean copy that looks nearly new. Pages are clean, the binding is secure, and only very minor shelf wear or small cosmetic marks may be present.
Publisher
MIT Press
Published
2009
Cover
Paperback
Dimensions
H 8 in / L 5.375 in / W 0.25 in / Weight 0.35053499658 lb
Pages
94
Language
English
Identifiers
ISBN: 0262513609
EAN: 9780262513609

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