Teens, video games and civics
Teens’ gaming experiences are diverse and include significant social interaction and civic engagement
September 16, 2008
Amanda Lenhart, Sr. Research Specialist, Pew Internet Project Joseph Kahne, Dean, School of Education, Mills College & Director, Civic Engagement Research Group (CERG) Ellen Middaugh, Sr. Research Associate, CERG Alexandra Rankin Macgill, Project Manager, Pew Internet Project Chris Evans, Sr. Program Associate, CERG Jessica Vitak, Research Intern, Pew Internet Project
PEW INTERNET & AMERICAN LIFE PROJECT 1615 L ST., NW – SUITE 700 WASHINGTON, D.C. 20036
202-415-4500 http://www.pewinternet.org/
Summary of Findings
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.
Almost all teens play games.
Video gaming is pervasive in the lives of American teens—young teens and older teens, girls and boys, and teens from across the socioeconomic spectrum. Opportunities for gaming are everywhere, and teens are playing video games frequently. When asked, half of all teens reported playing a video game “yesterday.” Those who play daily typically