THERE ARE MORE WORLD OF WARCRAFT PLAYERS IN AMERICA than there are farmers.

And some people think that’s just fine: “I don’t hate WOW at all. I’m deadly serious about it being a honeyed trap for people who’d otherwise be competing with me for gigs and creative work. Like folks who get home, drop in front of the tv and zone out till the lights go dim, they’re opting out of life and making room for people who would rather do than consume.”

UPDATE: Reader James Greer takes exception:

I’m a longtime reader and felt compelled to comment on your World of Warcraft (WoW) entry. I think WoW is yet another example of new media providing new options, and often surprising benefits, similar to other trends that you have commented on your blog and in your book.

My wife and I both enjoy WoW and we are both employed professionals. Many of the players that I meet are in similar situations as ourselves. Few other post-workday entertainment options offer the same level of human interaction and mental activity. While this has almost reduced TV-time in my house to nil, it certainly hasn’t impacted my productivity in general.

As for benefits: The most challenging events in WoW requires the coordination of 25 people working closely as a team. It shouldn’t come as a surprise that the same situations that occur in the real-word when organizing 25 people, occur in virtual worlds as well. Problem-solving, politics, leadership, communication, team-building… just to scratch the surface.

Here’s a prediction for you – right now there are teen aged kids gaining more practical experience leading and organizing in WoW then they’ll ever learn in college. 10-20 years from now someone will cite WoW as the formative experience that they built on to become political or business leaders.

I didn’t mean to give the impression that I’m anti-WOW. I’m generally of the belief that computer gaming provides many underappreciated benefits. Actually, I’ve written about that more than once.