The Civic Potential of Video Games
The Civic Potential of Video Games is the result of a collaboration between the Civic Engagement Research Group and the Pew Internet & American Life Project. The project surveyed over 1,100 12-17 year olds about their video game habits – asking how long, with whom, when and which games teens played. The Civic Potential of Video Games component of the study looked at the relationship of certain kinds of video game experiences, termed civic gaming experiences, and a set of civic outcomes (e.g. going online to get information about politics and current events). The study further examined the amount and social context of gaming - does time spent playing video games reduce time for civic activities and are teens who play games with others (online or in person) more or less civically engaged.
The project found that many teens had had civic gaming experiences, like helping other players, or playing games where they learned about problem in society. Teens who had frequent civic gaming experiences were more likely to engage in civic activities like going online to get information about politics and raising money for charity. The study also found that the amount of time a teen spent playing video games did not impact his or her level of civic engagement and teens that played games with others in the same room were more likely to be civically and politically engaged.
Ellen Middaugh, Senior Research Consultant
Chris Evans, Senior Program Associate