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.










