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oapen-20.500.12657-260302021-11-09T09:02:57Z The Civic Potential of Video Games Kahne, Joseph Middaugh, Ellen Evans, Chris Video games social aspects United States teenagers youth political activity social networks bic Book Industry Communication::J Society & social sciences::JF Society & culture: general 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. 2019-01-17 23:55 2018-12-01 23:55:55 2019-01-17 12:03:55 2020-04-01T10:57:41Z 2020-04-01T10:57:41Z 2009 book 1004055 OCN: 503337636 http://library.oapen.org/handle/20.500.12657/26030 eng The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning application/pdf n/a 8518.pdf The MIT Press f49dea23-efb1-407d-8ac0-6ed2b5cb4b74 111 Cambridge, Massachusetts open access
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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.
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