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Chapter 844 - Chapter 784 Anti ZAGE spreading.

Thursday 15 September 1997.

After meeting with Michael Jordan and Jackie Chan the previous day, Zaboru returned to his office at the ZAGE campus in the U.S. He resumed his ongoing work with the American development teams—Team Tempest and Team Enigma—providing guidance on their specific game projects. Later that afternoon, as he stepped back into his private office on campus, he was met by his lead lawyer, John Kirby, who was already waiting at the door with a serious expression. 

"Excuse me, Boss, there's something you need to see," John Kirby said as he entered the office, holding a folded newspaper in one hand.

Zaboru raised an eyebrow, intrigued. "Yes? What is it, Mr. Kirby?"

Without a word, Kirby placed the newspaper on the desk and unfolded it, pointing to a headline on the front page: Parents Boycott ZAGE: Video Games Called Dangerous by Therapy Show. Beneath the headline was a large photo of a woman holding a microphone in front of a group of angry-looking parents. Kirby tapped the image. "That's Karen Josh. She's been making waves with a new TV program called Anti-ZAGE Therapy."

Zaboru leaned in, scanning the article. "Anti-ZAGE Therapy? You're kidding."

"I wish I were," Kirby said with a sigh. "It's a full-blown show dedicated to 'treating' kids who enjoy video games. They claim gaming is an addictive illness. They've got segments showing kids being pulled away from consoles, dramatic interviews with parents, and therapy sessions trying to make gaming look like a gateway to total life failure."

Zaboru blinked, then scoffed. "I saw a clip from that program a few nights ago. I thought it was satire. Honestly, I laughed. It looked like a bad sketch comedy bit. But they're actually serious?"

"Dead serious. And it's gaining traction."

Zaboru narrowed his eyes. "This is beyond ridiculous."

"It is," Kirby agreed. "But it's starting to affect our image. We need to address it."

"What the hell are they doing?" Zaboru asked, sighing in frustration.

John Kirby adjusted his glasses and replied, "They're trying to organize a full-scale boycott of ZAGE, especially among parents who've bought into that absurd TV program, Boss. It's not just talk anymore—they've been showing up at our official stores, yelling and chanting slogans. It's creating a scene, making our paying customers extremely uncomfortable."

He continued, "Security has been doing their best to manage the situation and prevent any escalation, but it's getting more aggressive. Some of them are even trying to hand out anti-ZAGE flyers inside the stores, while others are trying to give sermon to our customers. They're trying to paint us as the enemy of children and families. It's disruptive and damaging, and if this continues, it could start affecting our sales and public image."

Zaboru rubbed his chin, deep in thought. "That's troubling... Do you have any ideas on how we should proceed with this?"

He had honestly believed things would be different in this world. With all the opportunities he'd created and the goodwill ZAGE had built up, he thought public perception would remain positive. But now he was realizing that even here, backlash rooted in fear and misinformation could rise just as easily as it had in his previous world. The realization stung. This wasn't just business anymore—this was about defending something he loved.

John Kirby gave a firm nod. "There are a few paths we could take, Boss. First and most direct, we could press charges against those who have been actively disturbing the peace at our stores. We've got footage of them harassing customers, trespassing, and even trying to intimidate our employees. That's grounds for legal action. We could also look into charging Karen Josh with defamation—she's been slandering our company name publicly and spreading lies that are damaging our reputation."

He paused, then raised a cautionary hand. "But... there's a risk. If we pursue legal action too aggressively, they'll flip the narrative. They'll claim we're a greedy corporation silencing a concerned mother. The media might eat that up. Even if we're completely in the right, we could lose in the court of public opinion. The last thing we want is to appear like bullies going after someone with a talk show, especially when emotions are involved." 

Zaboru frowned, acknowledging that what John Kirby said was true. He didn't like it, but the logic was sound. As he sank deeper into thought, John's expression shifted from serious to optimistic.

"But there's an easier way, Boss," John said, smiling. "You have something they don't—public trust. People genuinely adore you. You're not just some flashy billionaire; you come across as real, grounded. The public sees you as a kind, relatable figure. That charm you have—it works in your favor. And we can use that to change the narrative."

He leaned forward slightly, energized. "Here's my idea: we launch a public education program. A simple, well-produced TV special where you speak directly to the audience. Not a corporate ad, not a press release—just you, in your classic, straightforward style. You explain what video games really are, how they work, why people love them, and how to enjoy them responsibly. We make it clear that moderation matters, and show that games aren't some evil force corrupting kids. They're entertainment. They can be positive. They can inspire. And more importantly, we highlight how ridiculous Karen Josh's claims are—without even needing to mention her by name."

He paused, gauging Zaboru's reaction. "We shift the focus back to facts, to personal choice, to joy. You're the perfect face for this kind of message. Let's remind people why they trust you in the first place." 

Zaboru's eyes lit up with a surge of energy. "Okay, let's quickly move on that, then. No time to waste," he said, standing up from his desk, already fired up with determination.

John Kirby grinned and nodded, already pulling out his notebook and flipping to a blank page. "I'll get in touch with the media team right away. We'll coordinate with PR, legal, and marketing to ensure everything's locked in. Studio, script team, airtime—we'll move fast."

Zaboru started pacing slightly, already visualizing the tone and message of the show. "Let's make sure it's honest, direct, and not overly scripted. It has to sound like me. We need to speak to parents like they're friends, not customers."

"You got it, Boss," John said as he began firing off calls. "We'll make it happen. Just give me 24 hours."

With that, the room sparked to life, and within moments, the wheels were already turning to bring the TV program to reality.

Saturday 17 September 1997.

Suddenly, numerous TV channels across the country interrupted their regular programming to air a special broadcast featuring ZAGE video games. The spotlight was on Zaboru himself. He appeared alone in a professional studio, dressed in a clean-cut suit. In his hand, he held his iconic ZAGE helmet, which he gently placed on the table beside him before turning to face the camera.

"Hello, everyone! You might already know me, but let me introduce myself again. My name is Zaboru," he said, smiling warmly at the audience, his voice calm and clear.

"Right now, I'd like to take a moment to educate everyone on how video games can affect our daily lives—both the positives and the potential negatives. So I hope you'll stay with me and watch until the very end," Zaboru said with a sincere tone, pausing briefly to let the message settle.

He continued, "Let's start with something I've heard too often: 'Video games are for kids.' That's a statement I believe is completely false. Video games aren't just for children—they're for everyone. It doesn't matter if you're male or female, young or old, a student or a working adult—games are for anyone who wants to enjoy them. They transcend age, gender, and background."

Zaboru shifted slightly and gestured with his hands as he spoke more passionately. "You might wonder why that is. It's because in games, you can be someone entirely different. You can step into worlds beyond imagination, take on roles you'd never experience in real life, and live through incredible stories. You can fight dragons, explore galaxies, become a detective, or just build a peaceful farm. You can feel deeply connected to characters and narratives that stay with you long after the game is over."

He smiled gently. "That's the power of video games. They offer more than entertainment—they offer experiences. And that's something everyone deserves to enjoy." 

Zaboru continued, "Video games have come a long way. They've evolved from something as simple as a virtual tennis game into an expansive universe of genres, stories, and characters. Now, we have adventures, simulations, strategy, puzzle games, sports titles—you name it. The variety is almost endless, and that's part of what makes video games so incredible."

He took a breath and leaned slightly forward. "But you might be wondering, 'Are video games bad? Especially for children?' That's a fair question. And my answer is simple: absolutely not."

He smiled calmly, letting his words land with intention. "Video games, at their core, require cognitive engagement. They improve critical thinking, problem-solving, hand-eye coordination, and even decision-making under pressure. Many games also spark creativity and storytelling, especially for younger players who get inspired by the worlds they explore. And perhaps most importantly—they make people happy. And happiness is something we all need more of."

Zaboru held up a finger. "But, like anything else in life—even something good—if you overdo it, it becomes a problem. It's the same with sugar, with watching TV, even with exercise. Moderation is key. Playing games for fun is great, but it should never come at the cost of your health, education, or relationships. Especially for kids—it's important to have limits. There's a time for gaming, and there's a time for homework, for playing outside, for family, and for rest."

He grinned again, gently tapping the ZAGE helmet beside him. "So yes, enjoy games. Love them. But know when to pause. That balance is everything."

"For parents out there—does it feel like your child is becoming lazy because they spend too much time playing video games? Maybe what you need isn't to take the games away completely, but to try a different approach. Let's say your child absolutely loves gaming—why not use that passion as motivation? Make a deal with them: if they get good grades, you'll reward them with a new game or a console. In many cases, you'll find that child pushing themselves harder just to reach that goal. They'll aim high because they have a reason to."

Zaboru smiled warmly, continuing, "At the same time, set boundaries. If they don't meet expectations—if their grades fall—then place limits on gaming time. Take away access temporarily until they bring those grades back up. It's a system of balance, of teaching responsibility through reward and discipline. It doesn't have to be complicated."

He paused for a moment and added, "At the end of the day, video games are a form of entertainment. They're something we enjoy to feel happy, to escape the stress of daily life, and to immerse ourselves in stories and creativity. That's not a bad thing. That's not an addiction like drugs or alcohol. And no—no one needs therapy just because they love to play video games."

Zaboru chuckled lightly and leaned closer to the camera. "You don't need to stand in front of a video game store with protest signs. You know you're just bothering people, right? You're not helping, and honestly... You are not cool!"

Zaboru grinned brightly and leaned a little closer to the camera. "For all the gamers out there—You are Very Cool!" he said with a playful spark in his eyes. "But kids—listen up! Make sure to study hard and get those grades. If you do well in school, maybe your parents will buy you that new game or console you've been dreaming about!"

He gave an enthusiastic thumbs up, his energy infectious. "Work hard, play smart—that's the rule!"

The program ended with that lighthearted note, and the screen faded to black with the ZAGE logo and a soft musical outro. Across the United States, viewers were caught off guard. The reaction was immediate and spontaneous.

The message had landed. Simple, direct, and heartfelt—it sparked a wave of conversation and quickly became a trending topic, not just among gamers, but across the broader public.

To be continue 

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