BUSTING
5 COMMON
GAMING MYTHS
OASIS
16.2.2015
Mikko Meriläinen
University of Helsinki
@MVMerilainen
mikko.merilainen@helsinki.fi
WHY MYTHS MATTER
● They’re not true
● They shape (and often misdirect) discussion
● They can inform decisions
● They spread rapidly
MYTH #1 – “THE CHILDREN!”
● Gaming is not destroying our children (probably)
● Correlation does not equal causality
● Most gaming related problems result from more
traditional ones
● Focus shifted from parenting, education and society
to technology
● Is medicalization and criminalization the best way to
go?
MYTH #2 – “IT’S HARMLESS”
● Often encountered in discussions about #1
● A common pitfall for gamers and professionals
● There are several known risks associated with gaming
● The existence of other factors does not nullify the role
of gaming
● The wider gaming culture has an even larger set of
problems
MYTH #3 – “LONELY BOYS”
● The majority of gamers are adults
● All genders game
● The typical buyer of a digital game is in their 30s
● Important to remember when discussing games as
culture
● Distinction between children’s content and adult
content
● Stereotypes can be harmful in many ways
MYTH #4 – “JUST GAMES”
● It’s a multi-billion dollar industry
● Games often convey messages and ideas
● Problems of representation especially in mainstream
games
● The argument ignores the value of games as a
medium of expression
● Sometimes reflected in online behavior
MYTH #5 – “DIGITAL NATIVES”
● Romantic illusion of great technical prowess
● Children are children
● Often poor media literacy skills
● Risk of excessive use
● Adult guidance needed
A lie can travel half way around the world
while the truth is putting on its shoes.
- Mark Twain
Thank you!
Mikko Meriläinen
University of Helsinki
@MVMerilainen
mikko.merilainen@helsinki.fi

Busting 5 Common Gaming Myths

  • 1.
    BUSTING 5 COMMON GAMING MYTHS OASIS 16.2.2015 MikkoMeriläinen University of Helsinki @MVMerilainen mikko.merilainen@helsinki.fi
  • 2.
    WHY MYTHS MATTER ●They’re not true ● They shape (and often misdirect) discussion ● They can inform decisions ● They spread rapidly
  • 4.
    MYTH #1 –“THE CHILDREN!” ● Gaming is not destroying our children (probably) ● Correlation does not equal causality ● Most gaming related problems result from more traditional ones ● Focus shifted from parenting, education and society to technology ● Is medicalization and criminalization the best way to go?
  • 5.
    MYTH #2 –“IT’S HARMLESS” ● Often encountered in discussions about #1 ● A common pitfall for gamers and professionals ● There are several known risks associated with gaming ● The existence of other factors does not nullify the role of gaming ● The wider gaming culture has an even larger set of problems
  • 6.
    MYTH #3 –“LONELY BOYS” ● The majority of gamers are adults ● All genders game ● The typical buyer of a digital game is in their 30s ● Important to remember when discussing games as culture ● Distinction between children’s content and adult content ● Stereotypes can be harmful in many ways
  • 7.
    MYTH #4 –“JUST GAMES” ● It’s a multi-billion dollar industry ● Games often convey messages and ideas ● Problems of representation especially in mainstream games ● The argument ignores the value of games as a medium of expression ● Sometimes reflected in online behavior
  • 9.
    MYTH #5 –“DIGITAL NATIVES” ● Romantic illusion of great technical prowess ● Children are children ● Often poor media literacy skills ● Risk of excessive use ● Adult guidance needed
  • 10.
    A lie cantravel half way around the world while the truth is putting on its shoes. - Mark Twain
  • 11.
    Thank you! Mikko Meriläinen Universityof Helsinki @MVMerilainen mikko.merilainen@helsinki.fi