The recently slashdotted 2006 Mediawise Report Card noted that, “the solutions to the problems presented by video games lie in eradicating ignorance on both the scientific-technical and the parental knowledge levels. Simply put,...
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The recently slashdotted 2006 Mediawise Report Card noted that, “the solutions to the problems presented by video games lie in eradicating ignorance on both the scientific-technical and the parental knowledge levels. Simply put, parents need to step up to the plate and the experts need to conduct more and better research.” The National Institute on Media and the Family, a watchdog organization which releases these annual report cards, is most usually concerned with games and children. The lack of knowledge surrounding game “addiction” isn’t just about children. It impacts everyone involved: parents, game players, game developers, policy makers - everyone. Some people do have problems playing too much. Whether or not a new kind of “game addiction” is behind excessive play, its portrayal is creating a great deal of social apprehension. Bill O’Reilly, always an interesting factor when it comes to bringing thoughtfulness and sophistication to a discussion, recently said of people interacting inside of game worlds, “I know there are people who are absolutely addicted to this like drugs and alcohol.” He also likened gamers, and to a lesser extent people who use technology, to zombies. The best way to address the misrepresentations surrounding game “addiction” is through understanding. Not a 30-second soundbyte understanding, but rather information, preferably research information, that is contextualized for real people so that they can get a real use out of it. When clear research work becomes readily available, it then filters to the media, informative resources, and the people providing treatment. Right now, in the absence of good research, it really isn’t too hard to see why a little bit of information would be a very good thing.
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