Don't Waste Your Life

Life's a journey - don't forget to unpack.

Where it all meets

Perhaps then, it is at the cross of Christ that we find what we crave for most deeply in this world. Love and sacrifice, justice and mercy, faithfulness and grace. It is at the cross of Christ that all these meet, and if we dig deep enough into the core of our being, we will find that these are the things we will live and die for. - Me

To you, my reader. :)

There, look on me, so that you may not praise me beyond what I am; there, believe me, not others, about myself; there, attend to me and see what I have been in myself, through myself. - St Augustine

Promote gaming industry but don't over-glorify it

below is an article i wrote that was published in ST Forum today. :) enjoy! something close to my heart cos of how real it is to our youths. got some flak for it on the online comments part of ST Online, but i still believe in what i said. :)


Promote gaming industry but don't over-glorify it

I AM concerned about the elevated status of cybersports and cyber-gaming in Singapore, especially after the successful hosting of the World Cyber Games (WCG) here in 2005. Cybersports had also gained greater attention in the media in the run-up to this year's edition of WCG.

I am concerned because of the many issues that impact our youths today. While 'video-game addiction' may be a relatively new term, many youths are spending a disproportionate amount of time on gaming. Many parents are finding it increasingly difficult to pull their children away from the computer screen.

Calling gaming a 'sport', and seeing its participants as 'athletes' elevates the status of the industry. It is a glorification of what used to be considered bad for the physical and mental health of our youths.

This glorification of the industry has several repercussions.

Firstly, it gives legitimacy to something that most parents would object to. Playing of video games is legitimised as 'training', the activity is legitimised as a 'sport', and the youths legitimise their activities by calling themselves 'athletes'.

Is this legitimacy valid? Do our youths look at this activity as a true 'sport' or has it become an excuse to play more and neglect other more important areas of their lives?

Secondly, this legitimacy and glorification will inevitably cause much family friction. As academic and life skills are incredibly important, it is a rare parent who will allow his child to pursue gaming when he should be learning, accumulating knowledge and skills.

Thirdly, not many of the millions of video-game players worldwide eventually become professionals. Even among the professionals, not many are good enough to earn their keep from gaming.

Legitimising gaming as a sport may cause some youths to focus on the activity in pursuit of the professional circuit, at the expense of their education.

What will happen to those who fall out along the way? What will happen to those who never come near to smelling the professional circuit?

Promote the industry but do not over-glorify it.

Zheng Liren

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