The Civic Potential of Video Games

This report draws from the 2008 Pew Teens, Video Games, and Civics Survey, a national survey of youth and their experiences with video games done in partnership with Amanda Lenhart at the Pew Internet and American Life Project, with funding from the John D. and Catherine T. MacArthur Foundation....

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Bibliographic Details
Main Author: Kahne, Joseph (auth)
Other Authors: Middaugh, Ellen (auth), Evans, Chris (auth)
Format: eBook
Published: Cambridge, Massachusetts The MIT Press 2009
Subjects:
Online Access:Get fulltext
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100 1 |a Kahne, Joseph  |e auth 
856 |z Get fulltext  |u http://library.oapen.org/handle/20.500.12657/26030 
700 1 |a Middaugh, Ellen  |e auth 
700 1 |a Evans, Chris  |e auth 
245 1 0 |a The Civic Potential of Video Games 
260 |a Cambridge, Massachusetts  |b The MIT Press  |c 2009 
300 |a 1 electronic resource (111 p.) 
506 0 |a Open Access  |2 star  |f Unrestricted online access 
520 |a This report draws from the 2008 Pew Teens, Video Games, and Civics Survey, a national survey of youth and their experiences with video games done in partnership with Amanda Lenhart at the Pew Internet and American Life Project, with funding from the John D. and Catherine T. MacArthur Foundation. That survey led to the report, "Teens, Video Games, and Civics," which examines the nature of young people's video game play as well as the context and mechanics of their play. In addition to examining the relationship between gaming and youth civic engagement, "Teens, Video Games, and Civics" also provides a benchmark for video and online gaming among young people on a national level and the first broad, impartial look at the size and scope of young people's general gaming habits. 
540 |a All rights reserved 
546 |a English 
650 7 |a Society & culture: general  |2 bicssc 
653 |a Video games 
653 |a social aspects 
653 |a United States 
653 |a teenagers 
653 |a youth 
653 |a political activity 
653 |a social networks