The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)
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- Format:Kindle eBook
- Language:English (Published)
- Media:Kindle Edition
- Number Of Items:1
- Pages:112
- Publication Date:June 5, 2009
Editorial Reviews:
Synopsis
PThis report focuses on the civic aspects of video game play among youth.br / According to a 2006 survey, 58 percent of young people aged 15 to 25 were civicallybr / "disengaged," meaning that they participated in fewer than two types of eitherbr / electoral activities (defined as voting, campaigning, etc.) or civic activities (forbr / example, volunteering). Kahne and his coauthors are interested in what role videobr / games may or may not play in this disengagement.Until now, most research in thebr / field has considered how video games relate to children's aggression and to academicbr / learning. Digital media scholars suggest, however, that other social outcomes alsobr / deserve attention. For example, as games become more social, some scholars arguebr / that they can be important spheres in which to foster civic development. Othersbr / disagree, suggesting that games, along with other forms of Internet involvement, maybr / in fact take time away from civic and political engagement.Drawing on data from thebr / 2006 survey, the authors examine the relationship between video game play and civicbr / development. They call for further research on teen gaming experiences so that webr / can understand and promote civic engagement through video games./P
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