Teens, Video Games, and Civics

Publication Type  Report
Year of Publication  2008
Authors  Lenhart, A.; Kahne, J.; Middaugh, E; Macgill, A.R.; Evans, C.; Vitak, J.
Prepared for  PEW INTERNET & AMERICAN LIFE PROJECT
Pages  76
Date  09/2008
Institution  Pew Internet & American Life Project
City  Washington, DC
Key Words  video games; teens
Abstract  

This Pew Internet Project report is based on the findings of a national representative random digit dial telephone survey conducted by Princeton Survey Research Associates between November 1, 2007, and February 5, 2008, among a sample of 1102 teens ages 12-17 and a parent or guardian. For results based on the total sample, one can say with 95% confidence that the error attributable to sampling and other random effects is +/- 3%. For results based teens who game (n=1064), the margin of sampling error is +/- 3%.

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.

URL  http://www.pewinternet.org/PPF/r/263/report_display.asp

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