And here we are again on this topic, in the past I mentioned that it really is a problem today, but gaming is not the reason for it. I also mentioned, in response to a Filipino politician, that “we will soon produced war-freak adults” because of these games, that the problem really lies at home and the environment where these gamers or more specifically the “new breed” of today’s gamers are and usually hang-out. From their family’s home, their neighborhood, to their schools and universities, to their friends offline. Simply, their “environment".
An interesting article from The Seattle Times entitled ““Warcraft” fuels market for online gaming industry” says that World of Warcraft boomed the online gaming industry to where it is now and made the competition stiffer and way more harder than before the said game went out.
“The nice part about that game is it’s really opened up the gaming business to say this is a viable business,” said Matt Wilson, a former Microsoft employee who now heads a Sony game studio in Kirkland. “In fact, it’s more than a viable business. It’s probably the ultimate business.”
It started with the hiring of a Guild Leader of a guild in World of Warcraft to work for Yahoo! Inc. Then the news about Top Executives of different Top Companies playing World of Warcraft who all belong to one same guild. And it goes on.
SANTA ANA, Calif. _ Software engineer Michael O’Brien holds business meetings on the fictitious island of Chatsubo.
It’s a virtual location in the online game Second Life that he’s helping to develop for corporate functions.
Other real-world businesspeople visit the virtual World of Warcraft to hone their leadership and communication skills.
Multinational chipmaker Intel Corp., meanwhile, is exploring ways to use tools of online gaming to improve communication among employees from different continents and cultures.
Those are examples of how the world of online gaming is starting to change American workplaces. It’s a development that’s barely in its infancy but holds promise for improving how the electronic office functions, especially for online team members who are miles _ or thousands of miles _ apart.
So you see, there is nothing wrong with playing games as what most politicians are claiming, and it isn’t immaturity if one is playing games as what many parents are thinking. If gaming will lead to future war-freak adults, then these top corporations must be crazy. And if being a gamer is a sign of immaturity, then all these Top Executives are immature!!
Again, a dialogue between gamers and non-gamers (especially the politicians and parents) must happen if we are to understand each other.
Henry Jenkins an MIT Professor, wrote an interesting article entitled “Eight Myths About Video Games Debunked“.
And here quoted two (2) of the top myths commonly used by politicians and some parents:
1. The availability of video games has led to an epidemic of youth violence.
According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It’s true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers â€” 90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do NOT commit antisocial acts. According to a 2001 U.S. Surgeon General’s report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester.