David Rejeski has this to say on the myths surrounding video games,
One reason myths shape public perceptions is because few universities have seen computer games as worthy of serious academic study, robbing the discourse around games of robust data on their use characteristics, effects, and potential value. There is, of course, the annual Congressional attack on the game world and its denizens, calling for more control of violent games and, like our TV-addicted forebearers, warning of dire consequences to mind and family. Politicians have conveniently made computer games a target of derision rather than a pedagogical ally or tool for public engagement.
It’s true and it’s not only happening in the United States or China, it is happening everywhere where gaming and online gaming for that matter, are very popular. In fact, here in the Philippines, politicians and parents believe these false perceptions on video games.
Soon we will be producing adults who are war-freak and utak-pulbura [violent] who will approach their daily problems with the mindset of a warrior or a terminator.
And parents sees gamers as immature adults.
When these politicians can use this new medium to further promote their projects (and well, like or not, use these games for campaigning during election years), and these parents can use gaming for education and giving their children more options as to what line of work they want to be with in the future.
The best kept secret in the world of computer and video games is the rise of a movement now in the thousands — of gamers dedicated to applying games to serious challenges such as education, training, medical treatment, or better government. The Serious Games movement is in many ways today’s equivalent of yesterday’s advocates for non-commercial, educational TV, who knew that the potential of the medium was unrealized and went far beyond pure entertainment.
Is a bibliophile and technophile other than being an early adopter, an avid gamer, anime otaku, trekker, and photographer. He is an advocate of “Free Culture”, “Open Knowledge”, “Creative Commons”, “Free/Libre Open-Source Software”, and the “Fediverse” (federated social-network).
His first online project was in 1998 when he launched the unofficial website for Ansalon MUD (a text-based online game) and his own community forums Laibcoms.Community. Today, he owns a variety of online properties and help others establish their online presence.
Corporation for Public Gaming by gameshogun™ 🎲 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Permissions beyond the scope of this license may be available at Legal Notice.