The Civic Potential of Video Games

The Civic Potential of Video Games

Author: Joseph Kahne

Publisher: MIT Press

Published: 2009-06-05

Total Pages: 111

ISBN-13: 0262258315

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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.


Book Synopsis The Civic Potential of Video Games by : Joseph Kahne

Download or read book The Civic Potential of Video Games written by Joseph Kahne and published by MIT Press. This book was released on 2009-06-05 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Teens, Video Games, and Civics

Teens, Video Games, and Civics

Author: Amanda Lenhart

Publisher:

Published: 2008

Total Pages: 76

ISBN-13:

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Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens' civic activities and commitments. Appended are: (1) Video Game and Console History Chart; and (2) Regression Analysis. (Contains 8 tables and 63 footnotes.).


Book Synopsis Teens, Video Games, and Civics by : Amanda Lenhart

Download or read book Teens, Video Games, and Civics written by Amanda Lenhart and published by . This book was released on 2008 with total page 76 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens' civic activities and commitments. Appended are: (1) Video Game and Console History Chart; and (2) Regression Analysis. (Contains 8 tables and 63 footnotes.).


Socialization and Civic Engagement in the Virtual Field of Video Games

Socialization and Civic Engagement in the Virtual Field of Video Games

Author: Jackson Schwalb

Publisher:

Published: 2021

Total Pages: 139

ISBN-13:

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The purpose of this research is to highlight the potential of video games to be a new space for social and civic interaction, facilitated by a variety of structural and community-based features. The theoretical basis for this analysis comes from Bourdieu's theory of practice, explaining the relationship between individual actions and dispositions, the social setting they are in, and the use of his four forms of capital during the interaction. This thesis walks through the production of norms and dispositions of individuals when playing video games, producing their overall habitus in the space. This is followed by analysis of the virtual field of video games, looking at the design and development of these games, the relationship with the video game community at large and the importance of hierarchy and structure on producing a virtual field of interaction between players. The final chapter breaks down the four major forms of capital outlined by Bourdieu (economic, cultural, social and symbolic) with the fourth being adjusted as a new term, gaming capital, as a representation of the combination of the other three forms when engaging in video game play. The results of this research point to the exponential opportunities for video games to facilitate social and civic engagement, as well as producing varying forms of capital that can be used both within the context of the virtual world and the real one.


Book Synopsis Socialization and Civic Engagement in the Virtual Field of Video Games by : Jackson Schwalb

Download or read book Socialization and Civic Engagement in the Virtual Field of Video Games written by Jackson Schwalb and published by . This book was released on 2021 with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this research is to highlight the potential of video games to be a new space for social and civic interaction, facilitated by a variety of structural and community-based features. The theoretical basis for this analysis comes from Bourdieu's theory of practice, explaining the relationship between individual actions and dispositions, the social setting they are in, and the use of his four forms of capital during the interaction. This thesis walks through the production of norms and dispositions of individuals when playing video games, producing their overall habitus in the space. This is followed by analysis of the virtual field of video games, looking at the design and development of these games, the relationship with the video game community at large and the importance of hierarchy and structure on producing a virtual field of interaction between players. The final chapter breaks down the four major forms of capital outlined by Bourdieu (economic, cultural, social and symbolic) with the fourth being adjusted as a new term, gaming capital, as a representation of the combination of the other three forms when engaging in video game play. The results of this research point to the exponential opportunities for video games to facilitate social and civic engagement, as well as producing varying forms of capital that can be used both within the context of the virtual world and the real one.


Power Play

Power Play

Author: Asi Burak

Publisher: Macmillan + ORM

Published: 2017-01-31

Total Pages: 237

ISBN-13: 1250089344

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The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.


Book Synopsis Power Play by : Asi Burak

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.


We the Gamers

We the Gamers

Author: Karen Schrier

Publisher: Oxford University Press

Published: 2021-04-30

Total Pages: 224

ISBN-13: 0190926139

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Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.


Book Synopsis We the Gamers by : Karen Schrier

Download or read book We the Gamers written by Karen Schrier and published by Oxford University Press. This book was released on 2021-04-30 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.


Video Games and Creativity

Video Games and Creativity

Author:

Publisher: Academic Press

Published: 2015-08-03

Total Pages: 330

ISBN-13: 0128017058

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Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes


Book Synopsis Video Games and Creativity by :

Download or read book Video Games and Creativity written by and published by Academic Press. This book was released on 2015-08-03 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes


Video Games and Well-being

Video Games and Well-being

Author: Rachel Kowert

Publisher: Springer Nature

Published: 2019-12-02

Total Pages: 176

ISBN-13: 3030327701

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This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.


Book Synopsis Video Games and Well-being by : Rachel Kowert

Download or read book Video Games and Well-being written by Rachel Kowert and published by Springer Nature. This book was released on 2019-12-02 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.


Reset

Reset

Author: Rusel DeMaria

Publisher: ReadHowYouWant.com

Published: 2009-02

Total Pages: 446

ISBN-13: 1442964499

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Offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of video games to promote positive personal and social change.


Book Synopsis Reset by : Rusel DeMaria

Download or read book Reset written by Rusel DeMaria and published by ReadHowYouWant.com. This book was released on 2009-02 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers a roadmap for parents, educators, gamers, and industry insiders to leverage the inherent potential of video games to promote positive personal and social change.


The Playful Citizen

The Playful Citizen

Author: René Glas

Publisher:

Published: 2019

Total Pages: 0

ISBN-13: 9789462984523

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This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies.


Book Synopsis The Playful Citizen by : René Glas

Download or read book The Playful Citizen written by René Glas and published by . This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies.


Socio-Economic Development: Concepts, Methodologies, Tools, and Applications

Socio-Economic Development: Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2018-11-02

Total Pages: 1699

ISBN-13: 1522573127

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The social and economic systems of any country are influenced by a range of factors including income and education. As such, it is vital to examine how these factors are creating opportunities to improve both the economy and the lives of people within these countries. Socio-Economic Development: Concepts, Methodologies, Tools, and Applications provides a critical look at the process of social and economic transformation based on environmental and cultural factors including income, skills development, employment, and education. Highlighting a range of topics such as economics, social change, and e-governance, this multi-volume book is designed for policymakers, practitioners, city-development planners, academicians, government officials, and graduate-level students interested in emerging perspectives on socio-economic development.


Book Synopsis Socio-Economic Development: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Socio-Economic Development: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-11-02 with total page 1699 pages. Available in PDF, EPUB and Kindle. Book excerpt: The social and economic systems of any country are influenced by a range of factors including income and education. As such, it is vital to examine how these factors are creating opportunities to improve both the economy and the lives of people within these countries. Socio-Economic Development: Concepts, Methodologies, Tools, and Applications provides a critical look at the process of social and economic transformation based on environmental and cultural factors including income, skills development, employment, and education. Highlighting a range of topics such as economics, social change, and e-governance, this multi-volume book is designed for policymakers, practitioners, city-development planners, academicians, government officials, and graduate-level students interested in emerging perspectives on socio-economic development.