The civic potential of video games
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,...
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Otros Autores: | , |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Cambridge, Mass. :
MIT Press
©2009.
Cambridge, Mass. : ©2009. |
Colección: | John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009423001906719 |
Tabla de Contenidos:
- Intro
- 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.