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The Civic Potential of Video Games

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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.

110 pages, Paperback

First published January 1, 2009

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About the author

Joseph Kahne

6 books

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Profile Image for Kcp.
15 reviews
May 17, 2017
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174 reviews16 followers
July 2, 2016
This report describes a study that sought to determine whether or not there was an association between video game playing and civic behaviors. This is an expansion or follow up to the report "Teens, Video Games, and Civics." Several positive associations were discovered, many of them having statistical significance, and with further research into the topic these findings might serve to convince hesitant educators/parents/policymakers of the benefits from gaming. Some of the findings discussed in this and related investigations may be quite helpful for parents trying to decide what role video/computer games should have in their households and allow them to capitalize on the benefits of these activities. If additional investigation supports the findings outlined in this study several often reported concerns about video game playing, such as anti social behavior, will have less legitimacy and conversations can be steered towards productive use of video games in society beyond a tool for entertainment.
8 reviews
December 25, 2011
This book is a report about the video games effect on teens’ mind and behavior.
This report is really important to whoever is concerned about the future of young people. As what I understood from reading and looking back on my youth when I was wasting my valuable time on similar games I realize that the present lifestyle and the lack of knowledge that the parents have is the major issue, however absence of real and useful time killers is the other reason that should fill the video games time.
These days the percentage is doubled because of the monetary gain that video games producers are looking for and not thinking about the brain damage that they cause.
My opinion is that reading this book is a step up for the future of the community.
I highly recommend this book to whoever is buying any type of games for their teens without thinking about the bad effects that could happen.


Profile Image for Jorge.
31 reviews3 followers
November 12, 2012
An interesting approach to know if we like to play just because fun, or we look to play in order to understand our world.
Profile Image for Acc111.
10 reviews
April 25, 2017
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