''It's mid-August, which means that schools are either back into session or will be in short order. (Gone, for the most part, are the days of schools that started after Labor Day.) Lazy summer days filled with bike rides, trips to the water park, mundane summer jobs, and twelve consecutive hours of Grand Theft Auto IV are now history, displaced by daily allotments of math, English, science, social studies, and a healthy sprinkling of electives. Of course, since the average age of a gamer is 35 years old, we also suspect that more than a few teachers only reluctantly gave up controller time for a return to the daily grind of chasing children.
Gaming seems a popular target for false dichotomies, including hardcore or casual, gaming or art, and even gaming or God. The notion that gaming and education are somehow mutually exclusive is a fallacious but common belief in our country, especially among parents. This is sadly reflected in politicians who in one breath seek to ban games they know nothing about, while in the next seek to control an educational system they know nothing about -- that's how sloppy Minnesota game bans and myopic education legislation like No Child Left Behind get passed. Gaming, though, is not antithetical to the larger business of learning. In fact, video games are relevant to education on a variety of levels.''