8518.pdf

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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Γλώσσα:English
Έκδοση: The MIT Press 2019
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spelling 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
institution OAPEN
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language English
description 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.
title 8518.pdf
spellingShingle 8518.pdf
title_short 8518.pdf
title_full 8518.pdf
title_fullStr 8518.pdf
title_full_unstemmed 8518.pdf
title_sort 8518.pdf
publisher The MIT Press
publishDate 2019
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