The Civic Potential of Video Games, written by Joseph Kahne, Ellen Middaugh and Chris Evans, 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.

Digital Media & Learning, Digital Media & Learning Research, Education, Technology, United States, Youth