Teens, Video Games, and Civics

Teens, Video Games, and Civics
Title Teens, Video Games, and Civics PDF eBook
Author Amanda Lenhart
Publisher
Pages 76
Release 2008
Genre
ISBN

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Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens' civic activities and commitments. Appended are: (1) Video Game and Console History Chart; and (2) Regression Analysis. (Contains 8 tables and 63 footnotes.).

Teens, Video Games, and Civics

Teens, Video Games, and Civics
Title Teens, Video Games, and Civics PDF eBook
Author Amanda Lenhart
Publisher
Pages 64
Release 2008
Genre Civics
ISBN

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The Civic Potential of Video Games

The Civic Potential of Video Games
Title The Civic Potential of Video Games PDF eBook
Author Joseph Kahne
Publisher MIT Press
Pages 111
Release 2009-06-05
Genre Technology & Engineering
ISBN 0262258315

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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.

The Civic Potential of Video Games

The Civic Potential of Video Games
Title The Civic Potential of Video Games PDF eBook
Author Joseph Kahne
Publisher MIT Press
Pages 0
Release 2009
Genre Political Science
ISBN 9780262513609

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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 or civic activities. The authors are interested in what role video games may or may not play in this disengagement.

Running from Office

Running from Office
Title Running from Office PDF eBook
Author Jennifer L. Lawless
Publisher Oxford University Press
Pages 229
Release 2015-04-08
Genre Political Science
ISBN 019939766X

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The past two decades of politics in Washington have seen increased partisanship, prolonged stalemates, and numerous scandals. For today's teenagers and young adults, years of ineffective and inefficient political leadership have completely eroded any sense that politicians or government have the ability to do good or effect positive change. Worse, the mean-spirited, dysfunctional political system that has come to characterize American politics has turned young people off to the idea of running for office. With more than 500,000 elected positions in the United States, what will happen when this generation is expected to take the reins of political power? Through an original, national survey of more than 4,000 high school and college students, as well as more than 100 in-depth interviews, Jennifer L. Lawless and Richard L. Fox find that young Americans feel completely alienated from contemporary politics and express little ambition or aspiration to run for office in the future. The overwhelming majority see nothing particularly noble about those currently in office, viewing most as dishonest, self-interested, and disinterested in helping their constituents. These young people want to improve their communities and enact change in the world; but they don't think politics is the way to achieve these goals. In fact, they look disdainfully upon the prospects of growing up to be a mayor, governor, senator, or even president of the United States. Running from Office explores young people's opinions about contemporary politics and their political ambition (or lack of it). The book paints a political profile of the next generation that should sound alarm bells about the long-term, deeply embedded damage contemporary politics has wrought on U.S. democracy and its youngest citizens. As disheartening as their conclusions sound, Lawless and Fox end with practical suggestions for how new technologies, national service programs, and well-strategized public service campaigns could generate political ambition in young people. Today's high school and college students care deeply about improving the future, and it's not too late to ensure that they view running for office as an effective way to do so.

Games and Ethics

Games and Ethics
Title Games and Ethics PDF eBook
Author Maike Groen
Publisher Springer Nature
Pages 256
Release 2020-11-29
Genre Education
ISBN 3658281758

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The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or problematic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions of media education and media ethics. With such a comprehensive approach, the volume promotes ethical discourse on digital game cultures.

Video Games

Video Games
Title Video Games PDF eBook
Author Hal Marcovitz
Publisher Greenhaven Publishing LLC
Pages 115
Release 2009-09-28
Genre Young Adult Nonfiction
ISBN 1420502840

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According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.