Tuesday, September 16, 2008
Teens, Games, and Civics
Today, the Pew Internet and American Life Project, in collaboration with the Mills College Civic Engagement Research Group, released a report of findings of the first nationally representative survey of how teen video gaming relates to civic engagement. The study was an effort to survey the distribution of certain forms of video game practice in teen culture, as well as to investigate specific questions about what forms of gaming contribute to prosocial and civic forms of engagement. The project has released a report that documents the overall findings of the survey (authored by Amanda Lenhart, Joseph Kahne, Ellen Middaugh, Alexandra Rankin Macgill, Chris Evans, and Jessica Vitak), as well as a research paper analyzing the civic potential of video games (authored by Joseph Kahne, Ellen Middaugh, and Chris Evans).
A note of disclaimer – I participated as an advisor on this project, so I did have a small role in it, and it is funded by the MacArthur Foundation Digital Media and Learning Initiative that I also am part of.
This work has a number of interesting findings that are worth highlighting. First, the survey confirms that fact that video games have become a pervasive fact of life for US teens, with 97% reporting that they play some form of video game with boys having only slightly higher rates (99%) than girls (94%). The survey does more than give us these blanket numbers for overall video game engagement, but also asks questions about teens’ favorite games, game genres, and frequency of game play. Here we see a diversity in different forms of game play, with boys more likely to be frequent players, and preferring M rated games more than girls.
Interestingly, the four top games in terms of popularity were Guitar Hero, Halo, Madden NFL, and Solitaire. These four titles span an immense range in terms of genre, giving good evidence that the forms of game play are diversifying and that we should not approach teen game play assuming that there is a single “typical” form of game player or a single game or game genre that is overwhelmingly popular. This may seem to be a commonsensical point, but so often public debates over game play proceed as if there are particular kinds of behavioral effects of game play that apply regardless of the form of game play involved. A teen who lists Solitaire as a favorite game is likely to be a very different kind of gamer than one who lists Madden NFL or Halo.
The survey also confirms that gaming is a social activity for most teens, with only 24% saying that they only play alone. These findings are in line with the work reported on in Grand Theft Childhood, that gaming has become a baseline for social participation, and that teens who don’t game are more likely to be socially troubled than kids who do. I would have liked to know the relationship between game genres and the level of social game play. For example, of the 24% who play alone, are they more likely to play so-called casual genres such as Solitaire? Or are those kids fairly distributed among different game genres? Based on our ethnographic work, I would expect the former, but the report does not break down the results in this way.
After setting out these findings about the overall distribution of game practices, the report focuses on civic engagement measures more specifically. The research paper explains how the authors identified certain features of gaming which they call “civic gaming experiences” that they see as exhibiting features of civic engagement.
The civic characteristics of game play: Do teens who have civic experiences while gaming—such as playing games that simulate civic activities, helping or guiding other players, organizing or managing guilds (an opportunity to develop social networks), learning about social issues, grappling with ethical issues—demonstrate greater commitment to and engagement in civic and political activity than those with limited exposure to civic gaming experiences?
Overall, the study found that teens who have high levels of civic gaming experiences also tend to have high levels of civic and political engagement. They also found that teens who tend to play with others in real life also have higher rates of civic and political engagement than teens who primarily play alone, and that the same was true for teens who have social interaction around the game, such as commenting on web sites or contributing to online discussion groups. One of the more surprising findings was that the link to civic and political engagement did not hold for teens who played with others online. Included in this category are both more casual “pick-up” forms of online play as well as more intensive forms, such as in MMO guilds. This deserves further investigation; my guess is that the different forms of online play would have different relationships to civic engagement measures. In our observations of youth gaming practice, we’ve found certain forms of engagement that are highly social, but much more focused on competition and performance than what you would think of as a more expansive civic orientation, while other forms of gaming have more explicitly civic and political agendas. The more we can get specific about these different dimensions of practice, the more we can begin to untangle the threads that tie together gaming activity with different dimensions of kids’ lives.
One of the significant findings for educational practice is that civic engagement activities are relatively equitably distributed, where income level, race, and age do not determine levels of engagement. The only major demographic category that did make a difference, not surprisingly, was gender, with girls having lower rates of civic gaming experiences. In our ethnographic work, we also found that girls had lower rates of participation in the more social and “geeked out” forms of gaming. The finding that civic gaming is accessible regardless of socioeconomic status is a significant one. The report authors point out that traditional measures of civic engagement indicate that elite youth are much more likely to have access to these experiences. In other words, if gaming is indeed an avenue into civic engagement, it could become one that provides broader avenues for access for diverse teens.
The survey is an effort to get more precise about the specific forms of games and game practices that might be related to specific forms of public participation. In other words, this report is doing work to move the discussion of the learning outcomes of gaming away from simply positing relationships between media content and behavior. Instead, the report suggests looking at the social and cultural contexts of gaming in practice. In doing this, the report does not assume that participatory forms of gaming automatically result in civic participation.
This work is a promising step in building an empirical base for mapping relationships between recreational and social new media practice and ones that have a closer relationship to formal education and civic engagement. The findings confirm many of the intuitions and initial findings of those of us engaged in qualitative research in this area – that youth engagement in sociable forms of play relate to comparable forms of sociability in other realms of life. At the same time, the report challenges us to be much more precise about positing the nature of these linkages, and to proceed with cautious optimism in interventions that target the space between game play and civic engagement.

As an ex World of Warcraft player, I have a lot of experience with player controlled “guilds”. These player organizations really do provide a fantastic space to learn to work as a team. It’s interesting to see what kinds of players rise to the top of such organizations. Since most World of Warcraft players are adults, its also interesting to see how younger players adapt and find spaces within such guilds [ie, with WOW younger players often learn the ropes of the end-game from older ones, so it might be interesting to look at adults in this study too! or at least not to be blinded to their participation]. Younger players certainly learn teamwork, patience, group organization and since WOW is so demanding, time management skills!
It also might help to look at gaming in Korea and other places where it is more popular and socially acceptable to play games in a social space like a cafe. [although social gaming spaces are growing… my university has one!]
Also I’m a little unclear as to how you measure/define civil engagement.
Love the blog and look forward to reading more!
Owen.
nodivide.wordpress.com
Thanks for your comment Owen. I agree with you that the intergenerational dynamics would be interesting to look at. I think being able to interact with adults as co-participants or even as superiors makes online environments attractive and different to kids.
The definitions of civic engagement are outlined further in the report - it’s worth the read if you are curious about that aspect
I think being able to interact with adults as co-participants or even as superiors makes online environments attractive and different to kids.
thank you very much
I’m really impressed with your article, that was exactly what I was looking for. I will be visiting you very often in the future for more! Eve Isk Miner
thanks! ins very interesting!
Dr. Ito,
Thank you for sharing the results of this significant study. I have a few questions please.
I have been studying Dr. M. McLuhan and wanted to know how his “the medium is the message” fit into what you have learned as a result of this study? Also, is there a tangential or even a direct relationship between the thesis of Stephen Johnson’s book, “Everything Bad is Good for you” and this study?
One final question. When was there notice of changes in cultural behavior as a result of the new technology and does that even matter? If so, why.
I am a doctoral student in Media Psychology and am very interested in this topic. I would be very interested to know where you are speaking next.
Thank you very much.
Great study thanks for posting!
this is a great study. i got a lot out of the article.
review of books
Very nice article
This is a great article. Gaming no doubt is mainstream. I do hope that with things like Xbox Live, gaming stays as a social activity.
Great post ! You provide us about the results of this significant study. I’m impressed with your article. Thanks for sharing.
Since most World of Warcraft players are adults, its also interesting to see how younger players adapt and find spaces within such guilds [ie, with WOW younger players often learn the ropes of the end-game from older ones, so it might be interesting to look at adults in this study too!
Found the article very good enjoyed reading one learns everything new every day thank you
Here we see a diversity in different forms of game play, with boys more likely to be frequent players, and preferring M rated games more than girls.
I agree, boys mostly like M rated games rather then others. Girls having less interest in M rated games. I also played a lot of rated games.
As the mother of a MMORPG addicted 12 year old I’d say this is an interesting study. Obviously one could argue that if the “study found that teens who have high levels of civic gaming experiences also tend to have high levels of civic and political engagement” then a similar study into the effect of highly violent gaming might conclude that players were likely to have high levels of violent engagement outside the gaming environment, in other words: in real life.
My son plays just about everything we allow him to and enjoys playing with others or by himself while chatting to me about what he’s doing (I am not a gamer of any sort). So yes I’d say it is very much a social experience for him whether it’s playing with someone physically in the room or someone he’s playing with/against online. Even if he’s just creating his Spore creature he’ll spend ages telling me about it and explaining every little detail.
Whether this makes him a more socially active individual or more likely to engage in civic and political activities I’m not sure. The possibility exists that he is social because he’s in a socially active environment and because, since he does so much gaming, we’ve made sure his gaming time is open and inclusive rather than him being shut in his room on his own PC or console playing we don’t know what.
Nice to share your thought on the subject!
Good the see the results of this significant study.
thanks
The video game as an industry is growing and maturing, we can see the game parlors all around and the sales of PS2, Xbox etc going up day by day.
PS2 though is the leader I would say. Thanks for the post and the figures you shared with us.
Gaming is a big addiction, I have been into it a few years back it is like gaming day night, whether you have company, you dont have just doesnt matter. It was hard time for me to get rid of gaming but now I am fine..
I was wondering if it is a good thing to have civic and political engagement for the teenagers.. My parents always tried to keep me away from all this and asked me to focus on my school, studies and career.
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