The way forward lies not in legislation but in education and prevention. For the vast majority of individuals, online gaming is an enjoyable and harmless activity - at least that is what the empirical evidence says at present. Maybe the situation will change over time and/or research will show there are cultural differences (suggesting different policies in different countries). Real life problems need applied solutions and alternatives, and until there is an established body of literature on the psychological, sociological and physiological effects of online gaming and online gaming addiction, directions for education, prevention, intervention, treatment, and legislative policy will remain limited in scope. More research is clearly needed to help inform educators and other stakeholders to make evidence-based policy decisions.