Teens, Games and Civics Amanda Lenhart Games, Learning and Libraries November 2, 2008 Oak Brook, IL.
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Transcript of Teens, Games and Civics Amanda Lenhart Games, Learning and Libraries November 2, 2008 Oak Brook, IL.
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Teens, Games and Civics
Amanda LenhartGames, Learning and LibrariesNovember 2, 2008Oak Brook, IL
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November 2, 2008Teens, Video Games & Civics
Road Map
• Methods• Main Findings
– Basics about game play– Gaming as a social experience– Parents and games– Games and civics
• Takeaways
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November 2, 2008Teens, Video Games & Civics
Research Questions
• What are the game playing habits of American youth?– Who plays video games?– What do they play?– What experiences do they have while playing?
• If we care about young people we must ask how games are impacting their lives– Do games isolate young people?– Are games creating a generation of civically
disengaged youth?– Can games provide civic learning opportunities?
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November 2, 2008Teens, Video Games & Civics
Methods
• RDD national telephone survey• 1,102 youth ages 12-17 and a parent in their
home• Margin of error +/- 3 percentage points• Survey conducted November 1, 2007 – February
5, 2008
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November 2, 2008Teens, Video Games & Civics
Major Finding: Nearly all teens play games.
• 97% of teens say they have played video games
Creative Commons License, Flickr user fille_de_photo
• 50% played a game “yesterday.”
• 86% play on consoles.
• 73% play on computers.
• 60% play on portable devices.
• 48% play on a cell phone.
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November 2, 2008Teens, Video Games & Civics
Who plays games?
• 99% of boys, 94% of girls• Boys play more often and for longer duration
– 39% of boys play daily; 22% of girls do– 34% of boys play 2+ hours a day; 18% of girls do
• Younger teens play more frequently than older– 54% of 12-14 year-olds play on any given day– 46% of 15-17 year-olds
• Broadband users play more frequently– 28% of bbd users played “yesterday”– 20% of dial up users did so
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November 2, 2008Teens, Video Games & Civics
The Daily Gamer
• 31% of teens play daily
• More boys than girls (65% boys; 35% girls)
• More younger teens (57% 12-14; 43% 15-17)
• More likely to use portable gaming devices…
• …But just as likely as everyone else to use computer, console or cell phone
• Daily gamers more likely to play with others online (20% vs. 12%)
• Daily gamers are more likely to play games as a part of a guild or group (50% vs. 38%)
• Just as likely to spend time f2f and communicating with friends
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November 2, 2008Teens, Video Games & Civics
Major Finding: Teens play a wide variety of games
• 80% of teens play five or more different game genres, and 40% play eight or more types of games.
• Girls play an average of 6 different game genres; boys average 8 different types.
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November 2. 2008Teens, Video Games & Civics
Game Genres
We asked about 14 different game genres• 74% play racing games (NASCAR, Mario Kart)• 72% play puzzle games (Tetris, Solitaire, Bejeweled)• 68% play sports games (Madden, FiFA, Tony Hawk)• 67% play action games (GTA, Devil May Cry, Ratchet &
Clank)• 66% play adventure games (Legend of Zelda, Tomb
Raider)• 61% play rhythm games (Guitar Hero, DDR)• 59% play strategy games (Civilization, StarCraft)• 49% play simulations (The Sims, Rollercoaster Tycoon)• More….
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November 2, 2008Teens, Video Games & Civics
Game Genres, Cont.
• 49% play fighting games (Super Smash Bros, Tekken, Mortal Kombat)
• 47% play first person shooters (Halo, Counter-Strike, Half-Life)
• 36% play role playing games (Final Fantasy, Knights of the Old Republic)
• 32% play survival horror games (Resident Evil, Silent Hill)• 21% play MMOGs• 10% use virtual worlds
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November 2, 2008Teens, Video Games & Civics
MMOGs and Virtual Worlds
• 20% of teens use MMOGs– 30% of boys have played
them; 11% of girls
• 10% of teens use virtual worlds– Boys just as likely as girls– Younger teens more likely
than older teens: 13% of 12-14 year olds; 8% of 15-17 year olds.
• Daily gamers more likely to play MMOGs and in Virtual worlds
Image courtesy of rosefirerising via flickr under creative commons
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November 2, 2008Teens, Video Games & Civics
Games, Genre & Gender
• Boys play a greater number of genres of games
– Boys average 8 genres, girls 6 genres
– Girls top 5 genres: Puzzle, Racing, Rhythm, Adventure, Sports/Strategy
– Boys top 5 genres: Action, Sports, Racing, Adventure, FPS
– Genres with equal levels of popularity between boys and girls: Racing games, Rhythm games, Simulations and Virtual worlds.
• Daily gamers play a similar range of genres as boys.
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November 2, 2008Teens, Video Games & Civics
Major Finding: Majority of most popular games are not violent
10 Most Frequently Played Games
Guitar Hero
Halo 3
Madden NFL
Solitaire
Dance Dance Revolution
Madden NFL ‘08
Tetris
Grand Theft Auto
Halo
The Sims
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November 2, 2008Teens, Video Games & Civics
The industry rating system doesn’t always work
• 32% of gaming teens report that at least one of their three favorite games is rated Mature or Adults Only.
• 79% of M- and AO-rated game players are boys, and 21% are girls.
• 12- to 14-year-olds are equally as likely to play M- or AO-rated games as their 15- to 17-year-old counterparts.
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November 2, 2008Teens, Video Games & Civics
Major Finding: Teens encounter both pro-social and anti-social behavior while gaming
• 78% of teens who play games report they frequently or sometimes see other players being kind and helpful to those who are gaming
• 63% report seeing or hearing “people being mean and overly aggressive while playing”
• 49% report seeing or hearing “people being hateful, racist, or sexist” while playing
------------
• Three quarters of teens who see uncivil behavior regularly see others respond.
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November 2, 2008Teens, Video Games & Civics
Major Finding: Teen gaming is social.
Creative Commons License, Flickr user tracer.ca
• 76% play games with others at least some of the time.
• 65% play with other people in the room with them.
• 27% play with others through the Internet.
• 82% play games alone.
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November 2, 2008Teens, Video Games & Civics
Games are social (2)
• 59% of games play in multiple ways– 42% most often play with friends in person– 15% most often play with friends online– 42% most often play alone
• Dial up users less likely to play with friends online (6% vs. 19% of bbd users)
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November 2, 2008Teens, Video Games & Civics
Games are social (3)
• 47% of online gamers play mostly with people they know from their community & offline friends
• 27% of online gamers only play with people they met online
• 23% of online gamers play with a mix of people they met online and people they met offline
• Online gamers are more likely to play in groups – 43% game in a group or guild
• Girls are more likely to play exclusively with people they know from their offline lives.
• MMOG players much more likely to play with others they met online, and play in groups.
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November 2, 2008Teens, Video Games & Civics
Major Finding: Parental monitoring of game play varies.
• 55% of parents say they “always” check a game’s rating before letting their kids play it.
• Parents are more likely to monitor game play for boys and younger children.
• Parental monitoring does not reduce M/AO rated game play or witnessing of anti-social behavior in games.
Creative Commons License, Flickr user Reggie fun.
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November 2, 2008Teens, Video Games & Civics
Parental monitoring of game playing varies (2)
• 90% of parents say they always or sometimes know what games their children play.
• 72% say they always or sometimes check the ratings before their children are allowed to play a game.
• 46% of parents say they always or sometimes stop their kids from playing a game.
• 31% of parents say they always or sometimes play games with their children.
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November 2, 2008Teens, Video Games & Civics
Parental views on the impact of games
• 62% of parents of gamers say video games have no effect on their child one way or the other.
• 19% of parents of gamers say video games have a positive influence on their child.
• 13% of parents of gamers say video games have a negative influence on their child.
• 5% of parents of gamers say gaming has some negative influence/some positive influence, but it depends on the game.
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November 2, 2008Teens, Video Games & Civics
Civics – Why is this important?
The qualifications of self-governance are not innate. They are the result of habit and long training.
-- Thomas Jefferson
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November 2, 2008Teens, Video Games & Civics
Civics – Why is this important?
Many students lack basic civic knowledge…
• 50% could not identify the correct function of the Supreme Court
• 33% could not identify either of California’s U.S. Senators from among a list of options (Kahne et al)
And among adults…
• 38% of adults could name the three branches of government• 59% could name the three Stooges
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November 2, 2008Teens, Video Games & Civics
What works?
• Instruction in Government, History, Econ…• Discussions of Current Events• Service Learning• Extracurricular Activities• Student Voice in Schools and Classrooms• Simulations• 36% reported never participating in a role-play or
simulation while in high school
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November 2. 2008Teens, Video Games & Civics
Civic Gaming Experiences
Playing games where you:
• Help or guide other players
• Think about moral ethical issues
• Learn about a problem in society
• Learn about social issues
• Help make decisions about how a community, city or nation should be run
• Organize or manage game groups or guilds
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November 2. 2008Teens, Video Games & Civics
Democracy
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November 2. 2008Teens, Video Games & Civics
Civilization IV
Image courtesy of graye via flickr under creative commons
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November 2, 2008Teens, Video Games & Civics
Major Finding: civic gaming experiences do relate to civic engagement
• The overall frequency of game play is not related to civic and social isolation.
• But having frequent civic gaming experiences is related to greater levels of civic engagement.
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November 2, 2008Teens, Video Games & Civics
Major Finding:More civic gaming experiences = more civic engagement.
Gaming and Civic/Political Life% if teens with
few civic gaming experiences
% of teens with average civic
gaming experiences
% of teens with frequent civic
gaming experiences
Go online to get information about politics/current events.
55 64* 70*
Give or raise money for charity. 51 61* 70*
Stay informed about political issues/current events.
49 59* 60*
Persuade others how to vote in an election.
17 23 34*
Participate in a protest march/demonstration.
6 7 15*
Volunteer 53 54 55
* Indicates statistically significant difference when compared with the percent of teens with the fewest civic gaming experiences.
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November 2, 2008Teens, Video Games & Civics
Major Finding:Social game play correlates with civic engagement.
Teens who play games with others in the room exhibit more civic participation. They are more likely to:
• Go online to get information about politics
• Raise money for charity
• Be committed to civic participation
• Try to persuade others how to vote in an election
Creative Commons License, Flickr user sean dreillinger
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November 2, 2008Teens, Video Games & Civics
Major Finding:Social interaction related to games increases engagement.
Game players who post to gaming websites or discussion boards are more likely to report they:
• Are committed to civic participation
• Go online to get information about politics or current events
• Have raised money for charity
• Stay informed about current events
• Are interested in politics
• Have tried to persuade others how to vote in an election
• Have attended a march or protest.
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November 2, 2008Teens, Video Games & Civics
Major Finding:Civic Gaming experiences more equitably distributed
• Unlike civic experiences in classrooms, which are more likely to be experienced by white, affluent teens…
• …civic gaming experiences are equally distributed among different groups – race/ethnicity, SES, location– Except gender – girls are less likely to have civic
gaming experiences than boys, even controlling for their lower frequency of game play.
• 34% of teens have played a video/computer/console game for school or a classroom assignment
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November 2, 2008Teens, Video Games & Civics
Other ways to think about games and learning
• Not just about game play, but about using games as an engine of creativity, narrative– Modding– Machinima(Machinima = Machine + Cinema)
• 37% of teens have used cheats or game hacks
• 28% of teens have used mods to alter a game
• http://www.youtube.com/watch?v=S1pnYeJgrsc
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November 2, 2008Teens, Video Games & Civics
Takeaways
• Gaming is nearly universal among teens
• Teens play a wide variety of games that offer many different types of experiences
• Games are a social space for teens
• There are genres of games that are more broadly popular than others, some of which lend themselves to group play.
• Games offer promise for civic teaching and learning
– Playing games with certain mechanics and civic opportunities relates to a greater involvement and engagement with community and politics
– Playing games in certain ways (with others, in person) and being engaged in materials and discussion about games also relates to greater levels of civic engagement
– CAVEAT: Findings Not Causal
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Full Report @ http://www.pewinternet.org Civics White Paper @ http://www.civicsurvey.org/
Amanda Lenhart
Pew Internet & American Life Project
http://www.pewinternet.org