Thursday, September 18, 2008

Video gaming reports

About 97% of U. S. teens play video games, a recent report asserts. The survey found that while young Americans don't necessarily play the same thing, nearly all of them — girls included — play video games of one kind or another. Nearly two-thirds play video games to socialize face-to-face with friends and family, while just over a quarter said they play with Internet friends.

Pew Internet & American Life Project. (2008). Teens, video games, and civics. Washington, DC: Author.
http://www.pewinternet.org/pdfs/PIP_Teens_Games_and_Civics_Report_FINAL.pdf



Another case for gaming in libraries
A Mills College report makes a very strong case for gaming in libraries, even though it doesn’t mention libraries at all. Gaming as part of civic engagement can be listed as another benefit. “These results suggest that the frequent concerns in the media and elsewhere about the ennui and disconnection among those who play video games for long periods of time may be misplaced…. Teens who play games socially (a majority of teens) are more likely to be civically and politically engaged than teens who play games primarily alone. Interestingly, this relationship only holds when teens play alongside others in the same room.”
Mills College Civic Engagement Research Group. (2008). The Civic Potential of Video Games. Chicago: MacArthur Foundation.
http://www.macfound.org/atf/cf/%7Bb0386ce3-8b29-4162-8098-e466fb856794%7D/CIVIC_POTENTIAL_VIDEO_GAMES.PDF

No comments: