2008-09-15-皮尤-Teens,_Video_Games_and_Civics_76页_623kb
报告摘要
Summary
- 97% of teens ages 12-17 play computer, web, portable, or console games.
- Video games are primarily used for entertainment, social interaction, and relaxation.
- Gaming connects with real-world civic engagement through certain experiences (e.g., helping others, discussing social issues in games).
- 80% of teens play multiple game genres, including popular titles like Guitar Hero, Halo 3, and Madden NFL.
- 76% of teen gamers are social—playing with friends in person or online, contributing to gaming communities, or collaborating in groups.
- Teens with civic gaming experiences (e.g., teamwork, ethical discussions) report higher levels of civic activity, such as volunteering or protesting.
- These opportunities are distributed more equitably than school-based civic activities.
- The number of hours spent gaming (frequency or duration) does not correlate strongly with civic outcomes.
- Boys are more likely than girls to play and engage in civic gaming experiences.
- Parents monitor gaming more often, but such monitoring does not significantly reduce exposure to anti-social behavior in games.
Note: This summary focuses on the key findings without delving into the underlying methodology or detailed statistics from the survey.
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