An edition of The civic potential of video games (2009)

The Civic Potential of Video Games

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The Civic Potential of Video Games
Joseph Kahne
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Last edited by MARC Bot
November 16, 2020 | History
An edition of The civic potential of video games (2009)

The Civic Potential of Video Games

  • 0 Ratings
  • 1 Want to read
  • 0 Currently reading
  • 0 Have read

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.

Publish Date
Publisher
The MIT Press
Pages
111

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Previews available in: English

Edition Availability
Cover of: Civic Potential of Video Games
Civic Potential of Video Games
2009, MIT Press
in English
Cover of: Civic Potential of Video Games
Civic Potential of Video Games
2009, MIT Press
in English
Cover of: The civic potential of video games
The civic potential of video games
2009, MIT Press
in English
Cover of: The Civic Potential of Video Games

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Book Details


Edition Notes

Open Access Unrestricted online access

All rights reserved

English

Published in
Cambridge, Massachusetts

The Physical Object

Pagination
1 electronic resource (111 p.)
Number of pages
111

ID Numbers

Open Library
OL31370687M

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November 16, 2020 Created by MARC Bot Imported from marc_oapen MARC record