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Phone: 510.430.2300
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Mills Study Reveals Civic Engagement Related to Teen Video Game Play

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Oakland, CA–September 16, 2008. Contrary to the stereotype that only anti-social 14-year-old boys play videogames, a national poll of teens finds that almost all American teenagers play either console, computer, or cell phone games. The groundbreaking survey also challenges the notion that video game playing causes teens to withdraw from their communities. Mills researchers found that video game playing that provides civic learning experiences, such as helping others or building and managing a city, may build teens' skills and commitments to civic engagement.

"We need to focus less on how much time kids spend playing video games and pay more attention to the kinds of experiences they have while playing them," said Joseph Kahne, co-author of the report and director of the Civic Engagement Research Group and dean of the School of Education at Mills College.

"Gaming is more than an entertaining diversion for many teens," said Kahne. "Many teens' game playing experiences mirror aspects of civic and political life, such as thinking about moral and ethical issues, helping others, and making decisions about city and/or community affairs."

With colleague Amanda Lenhart, a senior research specialist with the Washington, DC-based Pew Internet & American Life Project and funding from the John D. and Catherine T. MacArthur Foundation, the research team analyzed the results of a national survey of 1,102 teens ages 12-17, the first nationally representative study of youth video game play.


Their findings include:

Game playing is ubiquitous

  • 97 percent of American teens ages 12-17 play some kind of video game with at least one half of them playing games on any given day.
  • 99 percent of boys report that they play video games.
  • 94 percent of girls report that they play video games.


Games played are diverse

  • Most popular genres are puzzles, racing, sports, and action and adventure games.
  • A typical teen plays at least five different genres of games.
  • 40 percent of teens play eight or more different game types.
  • Those who play violent games also play non-violent games.


Game playing is social

  • 76 percent of teens play games with others at least some of the time.
  • 82 percent of teens play games alone at least occasionally, though 71 percent of this group also plays games with others.
  • 65 percent of teens play with others in the same room.


Game playing sometimes involves exposure to mature content

  • 32 percent of teens play games that are listed as appropriate only for people older than they are.
  • 32 percent of teens report that at least one of their favorite games is rated "Mature" or for "Adults Only."
  • Younger teens, age 12-14,  are equally as likely to play "Mature" and "Adult Only" rated games as older teens, age 15-17.


Game playing incorporates many aspects of civic and political life

  • 76 percent of teens reported helping others while playing video games, such as mentoring less experienced players.
  • 44 percent of teens report playing games where they learn about a social problem, such as unemployment and poverty in the game SimCity.
  • 52 percent of teens report playing games where they think about moral and ethical issues.
  • 43 percent of teens report playing games, such Civilization, where they help make decisions about the operations of a community, city or nation.



Kahne found that youth who have these civic gaming experiences are more likely than others to go online to research about current events, to try to influence others' voting decisions, to say they are committed to civic participation, and to raise money for charity. 

"Games that simulate aspects of civic and political life may well promote civic skills and civic engagement," he said.

Kahne recommends that "youth, parents, teachers, and others who work with youth learn about the wide diversity of video games so they can take full advantage of games and their civic potential." 

The study also found that teens had these same civic gaming experiences regardless of their family income, race, and ethnicity. Potentially, video game playing provides an equitable means of promoting civic engagement. This contrasts sharply with what happens in schools. Kahne's previous research found that in schools, white and higher-income youths typically have more opportunities that support civic development than minority or poor students.

"Digital media and more specifically games are a robust part of the lives of young people" said Connie Yowell, director of education at the John D. and Catherine T. MacArthur Foundation. "This study suggests that parents and adults need to be involved in young people's game play, helping to realize the potential benefits while moderating unintended consequences. These results are the beginning of an important discussion about the role of digital media in learning, community and citizenship in the 21st century."   

The studies can be viewed at the Civic Engagement Research Group website and the Pew/Internet & American Life website.

Nestled in the foothills of Oakland, California, Mills College is a nationally renowned, independent liberal arts college offering a dynamic progressive education that fosters leadership, social responsibility, and creativity to approximately 950 undergraduate women and 500 graduate women and men. Since 2000, applications to Mills College have more than doubled. The College is named one of the top colleges in the West by U.S. News & World Report, one of the Best 368 Colleges by The Princeton Review, and ranks 75th among America's best colleges by Forbes.com. Visit us at www.mills.edu.

PRESS CONTACT:
Quynh Tran
Media Relations Manager
510.430.2300