The Civic Potential Of Video Games PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download The Civic Potential Of Video Games PDF full book. Access full book title The Civic Potential Of Video Games.

The Civic Potential of Video Games

The Civic Potential of Video Games
Author: Joseph Kahne
Publisher: MIT Press
Total Pages: 111
Release: 2009-06-05
Genre: Technology & Engineering
ISBN: 0262258315

Download The Civic Potential of Video Games Book in PDF, ePub and Kindle

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.


Power Play

Power Play
Author: Asi Burak
Publisher: Macmillan + ORM
Total Pages: 237
Release: 2017-01-31
Genre: Education
ISBN: 1250089344

Download Power Play Book in PDF, ePub and Kindle

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.


Teens, Video Games, and Civics

Teens, Video Games, and Civics
Author: Amanda Lenhart
Publisher:
Total Pages: 76
Release: 2008
Genre:
ISBN:

Download Teens, Video Games, and Civics Book in PDF, ePub and Kindle

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:
Total Pages: 139
Release: 2021
Genre:
ISBN:

Download Socialization and Civic Engagement in the Virtual Field of Video Games Book in PDF, ePub and Kindle

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.


We the Gamers

We the Gamers
Author: Karen Schrier
Publisher: Oxford University Press
Total Pages: 224
Release: 2021-04-30
Genre: Games & Activities
ISBN: 0190926139

Download We the Gamers Book in PDF, ePub and Kindle

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.


Reset

Reset
Author: Rusel DeMaria
Publisher: ReadHowYouWant.com
Total Pages: 446
Release: 2009-02
Genre: Video gamers
ISBN: 1442964499

Download Reset Book in PDF, ePub and Kindle

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.


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

Socio-Economic Development: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1699
Release: 2018-11-02
Genre: Business & Economics
ISBN: 1522573127

Download Socio-Economic Development: Concepts, Methodologies, Tools, and Applications Book in PDF, ePub and Kindle

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.


The Playful Citizen

The Playful Citizen
Author: René Glas
Publisher:
Total Pages: 0
Release: 2019
Genre: Citizenship
ISBN: 9789462984523

Download The Playful Citizen Book in PDF, ePub and Kindle

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


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

Download What Video Games Have to Teach Us About Learning and Literacy. Second Edition Book in PDF, ePub and Kindle

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Popular Culture and the Civic Imagination

Popular Culture and the Civic Imagination
Author: Henry Jenkins
Publisher: NYU Press
Total Pages: 376
Release: 2020-02-04
Genre: Social Science
ISBN: 1479891258

Download Popular Culture and the Civic Imagination Book in PDF, ePub and Kindle

How popular culture is engaged by activists to effect emancipatory political change One cannot change the world unless one can imagine what a better world might look like. Civic imagination is the capacity to conceptualize alternatives to current cultural, social, political, or economic conditions; it also requires the ability to see oneself as a civic agent capable of making change, as a participant in a larger democratic culture. Popular Culture and the Civic Imagination represents a call for greater clarity about what we’re fighting for—not just what we’re fighting against. Across more than thirty examples from social movements around the world, this casebook proposes “civic imagination” as a framework that can help us identify, support, and practice new kinds of communal participation. As the contributors demonstrate, young people, in particular, are turning to popular culture—from Beyoncé to Bollywood, from Smokey Bear to Hamilton, from comic books to VR—for the vernacular through which they can express their discontent with current conditions. A young activist uses YouTube to speak back against J. K. Rowling in the voice of Cho Chang in order to challenge the superficial representation of Asian Americans in children’s literature. Murals in Los Angeles are employed to construct a mythic imagination of Chicano identity. Twitter users have turned to #BlackGirlMagic to highlight the black radical imagination and construct new visions of female empowerment. In each instance, activists demonstrate what happens when the creative energies of fans are infused with deep political commitment, mobilizing new visions of what a better democracy might look like.