Tech Quarto
 Location:  Home » Computer Science » The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)    
Categories
Computer Science
The Internet
For Dummies
Web Browsers
Windows
Digital Culture
Multimedia
Mobile & Wireless
Subcategories
Education
Citizenship
College Guides
Graduate School Guides
Questions & Answers
Research
Study Guides
TOEFL & TOEIC
Test Guides - Careers
Test Guides - College & University
Test Guides - Graduate & Professional
Test Guides - High School
Testing
Workbooks
Specialty Boutique
New & Used Textbooks
Calendars
Related Categories
• Culture
Business & Culture
Computers & Technology
Subjects
Books
• Video Games
Games & Strategy Guides
Computers & Technology
Subjects
Books
• Video & Electronic Games
Puzzles & Games
Humor & Entertainment
Subjects
Books
• Education
Education & Reference
Subjects
Books
• Technology
Science & Math
Subjects
Books
• Social Sciences
Politics & Social Sciences
Subjects
Books
• Specialty Boutique
Books
• Computers & Technology
Education
Nonfiction
Kindle eBooks
Categories
• Video & Electronic Games
Puzzles & Games
Lifestyle & Home
Kindle eBooks
Categories
• General & Reference
Technology
Science
Kindle eBooks
Categories
Visit Laptop Nirvana for the best Cheap Discount Laptops

The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)

The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)Authors: Joseph Kahne, Ellen Middaugh, Chris Evans
Publisher: The MIT Press
Category: eBooks


In Stock
Buy


Format: Kindle eBook
Language: English (Published)
Media: Kindle Edition
Pages: 111
Number Of Items: 1

ASIN: B0030EFOO0

Publication Date: June 5, 2009

Similar Items:


Editorial Reviews:

Product Description

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.



Product Description

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.




Privacy and Legal
CERTAIN CONTENT THAT APPEARS ON THIS SITE COMES FROM AMAZON SERVICES LLC. THIS CONTENT IS PROVIDED ‘AS IS’ AND IS SUBJECT TO CHANGE OR REMOVAL AT ANY TIME.
Powered by Associate-O-Matic