This document discusses the use of video games for both entertainment and education. It notes that teenagers today play video games for up to 10,000 hours by age 21 compared to less than 5,000 hours reading books. It also provides statistics on gaming in Indonesia, including that there are over 7 million online gamers and video game piracy costs around $4 billion per year. The document argues that video games are not just for kids and can have educational benefits by engaging complex learning, maximizing thinking capacity, and learning from mistakes and experiences in a cost-effective way.