However, games which promote student learning outcomes are quite different from the popularised Massive Multiplayer Online (MMO) games owned by China's targeted companies Tencent and NetEase. As the social impact of video games on youth
continues to be questioned, there should be greater differentiation between games that are cognisant of and promote educational outcomes, and games meant for pure entertainment. It is perhaps more useful to consider the potentials as well as pitfalls of the video game medium to create varied experiences for students, rather than characterising the industry as a whole.